L L4D2node

CBasePropDoor::NPCOpenDoor

0x007f5860 · 64 bytes · __thiscall

_ZN13CBasePropDoor11NPCOpenDoorEP11CAI_BaseNPC

Decompiled

undefined (2 params)

/* CBasePropDoor::NPCOpenDoor(CAI_BaseNPC*) */

undefined4 __thiscall CBasePropDoor::NPCOpenDoor(CBasePropDoor *this,CAI_BaseNPC *param_1)

{
  if (*(int *)(this + 0x15f4) == 0) {
    (**(code **)(*(int *)this + 0x1ac))(this,param_1,param_1,1,0);
  }
  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)