L L4D2node

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 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)