L L4D2node

CPropDoorRotatingCheckpoint::OnCheckpointDoorUnlocked

0x007f3bc0 · 417 bytes · __thiscall

_ZN27CPropDoorRotatingCheckpoint24OnCheckpointDoorUnlockedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CPropDoorRotatingCheckpoint::OnCheckpointDoorUnlocked(CBaseEntity*) */

void __thiscall
CPropDoorRotatingCheckpoint::OnCheckpointDoorUnlocked
          (CPropDoorRotatingCheckpoint *this,CBaseEntity *param_1)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  undefined4 uVar5;
  CBaseEntity *pCVar6;
  char *pcVar7;
  undefined1 local_24 [20];
  
  if (this[0x17cc] == (CPropDoorRotatingCheckpoint)0x0) {
    CBasePropDoor::Unlock((CBasePropDoor *)this,true);
    return;
  }
  iVar3 = CBaseAnimating::GetSequenceActivity((CBaseAnimating *)this,*(int *)(this + 0x494));
  if (iVar3 != 0x333) {
    CBaseEntity::EmitSound((CBaseEntity *)this,"Doors.Checkpoint.Unlock",0.0,(float *)0x0);
    iVar3 = (**(code **)(*(int *)this + 0x340))(this,0x333);
    CDynamicProp::PropSetSequence((CDynamicProp *)this,iVar3);
    uVar5 = *(undefined4 *)(gpGlobals + 0xc);
    pcVar7 = "UNLOCK_CONTEXT";
    CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)UnlockThink);
    piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                              (gameeventmanager,"door_unlocked",0,0,uVar5,pcVar7);
    if (piVar4 != (int *)0x0) {
      (**(code **)(*piVar4 + 0x2c))(piVar4,"checkpoint",1);
      if ((param_1 == (CBaseEntity *)0x0) ||
         (cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar2 == '\0')) {
        (**(code **)(*piVar4 + 0x30))(piVar4,"userid",0);
      }
      else {
        pcVar1 = *(code **)(*piVar4 + 0x30);
        cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
        pCVar6 = (CBaseEntity *)0x0;
        if (cVar2 != '\0') {
          pCVar6 = param_1;
        }
        uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(pCVar6 + 0x30));
        (*pcVar1)(piVar4,"userid",uVar5);
      }
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
      return;
    }
    return;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)