L L4D2node

CPropDoorRotatingCheckpoint::TryOpenClose

0x007f5140 · 95 bytes · __thiscall

_ZN27CPropDoorRotatingCheckpoint12TryOpenCloseEP11CBaseEntityS1_i

Decompiled

undefined (4 params)

/* CPropDoorRotatingCheckpoint::TryOpenClose(CBaseEntity*, CBaseEntity*, int) */

undefined4 __thiscall
CPropDoorRotatingCheckpoint::TryOpenClose
          (CPropDoorRotatingCheckpoint *this,CBaseEntity *param_1,CBaseEntity *param_2,int param_3)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*(int *)this + 0x47c))(this);
    if ((cVar1 != '\0') && (*(int *)(this + 0x15f4) != 0)) {
      return 0;
    }
  }
  uVar2 = CBasePropDoor::TryOpenClose((CBasePropDoor *)this,param_1,param_2,param_3);
  return uVar2;
}

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)