L L4D2node

CPropDoorRotatingCheckpoint::UnlockThink

0x007f3d70 · 207 bytes · __thiscall

_ZN27CPropDoorRotatingCheckpoint11UnlockThinkEv

Decompiled

undefined (1 param)

/* CPropDoorRotatingCheckpoint::UnlockThink() */

void __thiscall CPropDoorRotatingCheckpoint::UnlockThink(CPropDoorRotatingCheckpoint *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  char *pcVar4;
  undefined1 local_14 [12];
  
  if ((*(float *)(this + 0x490) <= 0.99 && *(float *)(this + 0x490) != 0.99) ||
     (this[0x488] == (CPropDoorRotatingCheckpoint)0x0)) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)UnlockThink);
  }
  else {
    pcVar4 = "UNLOCK_CONTEXT";
    uVar3 = 0xbf800000;
    uVar1 = 0;
    uVar2 = 0;
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
    CBasePropDoor::Unlock((CBasePropDoor *)this,false);
    if (this[0x105] != (CPropDoorRotatingCheckpoint)0x2) {
      (**(code **)(*(int *)this + 0x224))(this,this + 0x105,uVar1,uVar2,uVar3,pcVar4);
      this[0x105] = (CPropDoorRotatingCheckpoint)0x2;
      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)