L L4D2node

CBasePropDoor::DoorActivate

0x007f4830 · 156 bytes · __thiscall

_ZN13CBasePropDoor12DoorActivateEv

Decompiled

undefined (1 param)

/* CBasePropDoor::DoorActivate() */

undefined4 __thiscall CBasePropDoor::DoorActivate(CBasePropDoor *this)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  longdouble lVar4;
  
  if ((0.0 < *(float *)(this + 0x1644)) &&
     (lVar4 = (longdouble)CountdownTimer::Now(), (float)lVar4 < *(float *)(this + 0x1644))) {
    return 0;
  }
  if (*(int *)(this + 0x15f4) == 2) {
    DoorClose(this);
  }
  else {
    uVar1 = *(uint *)(this + 0x1620);
    pCVar2 = (CBaseEntity *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
      pCVar2 = *(CBaseEntity **)(puVar3 + 4);
    }
    DoorOpen(this,pCVar2);
  }
  return 1;
}

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)