CBasePropDoor::OpenIfUnlocked
0x007f42e0 · 131 bytes · __thiscall
_ZN13CBasePropDoor14OpenIfUnlockedEP11CBaseEntityS1_
Decompiled
undefined (3 params)
/* CBasePropDoor::OpenIfUnlocked(CBaseEntity*, CBaseEntity*) */
void __thiscall
CBasePropDoor::OpenIfUnlocked(CBasePropDoor *this,CBaseEntity *param_1,CBaseEntity *param_2)
{
if ((this[0x1624] == (CBasePropDoor)0x0) && (1 < *(int *)(this + 0x15f4) - 1U)) {
PlayLockSounds((CBaseEntity *)this,(locksound_t *)(this + 0x15f8),0,0);
COutputEvent::FireOutput((COutputEvent *)(this + 0x1714),param_1,(CBaseEntity *)this,0.0);
DoorOpen(this,param_2);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.