L L4D2node

CBasePropDoor::MasterStartBlocked

0x007f5740 · 137 bytes · __thiscall

_ZN13CBasePropDoor18MasterStartBlockedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBasePropDoor::MasterStartBlocked(CBaseEntity*) */

void __thiscall CBasePropDoor::MasterStartBlocked(CBasePropDoor *this,CBaseEntity *param_1)

{
  int iVar1;
  uint uVar2;
  undefined *puVar3;
  int iVar4;
  
  iVar4 = 0;
  iVar1 = *(int *)(this + 0x15e8);
  if (0 < iVar1) {
    do {
      while ((((uVar2 = *(uint *)(*(int *)(this + 0x15dc) + iVar4 * 4), uVar2 != 0xffffffff &&
               (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
              && (*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) &&
             (*(CBasePropDoor **)(puVar3 + 4) != (CBasePropDoor *)0x0))) {
        iVar4 = iVar4 + 1;
        OnStartBlocked(*(CBasePropDoor **)(puVar3 + 4),param_1);
        if (iVar4 == iVar1) goto LAB_007f57b4;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
  }
LAB_007f57b4:
  OnStartBlocked(this,param_1);
  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)