L L4D2node

CPropDoorRotating::OnRestore

0x007f60d0 · 210 bytes · __thiscall

_ZN17CPropDoorRotating9OnRestoreEv

Decompiled

undefined (1 param)

/* CPropDoorRotating::OnRestore() */

void __thiscall CPropDoorRotating::OnRestore(CPropDoorRotating *this)

{
  CBaseAnimating::OnRestore((CBaseAnimating *)this);
  CDynamicProp::BoneFollowerHierarchyChanged((CDynamicProp *)this);
  CalculateDoorVolume(this,*(undefined4 *)(this + 0x3a8),*(undefined4 *)(this + 0x3ac),
                      *(undefined4 *)(this + 0x3b0),*(undefined4 *)(this + 0x1774),
                      *(undefined4 *)(this + 0x1778),*(undefined4 *)(this + 0x177c),this + 0x1798,
                      this + 0x17a4);
  CalculateDoorVolume(this,*(undefined4 *)(this + 0x3a8),*(undefined4 *)(this + 0x3ac),
                      *(undefined4 *)(this + 0x3b0),*(undefined4 *)(this + 0x1780),
                      *(undefined4 *)(this + 0x1784),*(undefined4 *)(this + 0x1788),this + 0x17b0,
                      this + 0x17bc);
  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)