L L4D2node

CPropDoorRotatingCheckpoint::Spawn

0x007f64a0 · 120 bytes · __thiscall

_ZN27CPropDoorRotatingCheckpoint5SpawnEv

Decompiled

undefined (1 param)

/* CPropDoorRotatingCheckpoint::Spawn() */

void __thiscall CPropDoorRotatingCheckpoint::Spawn(CPropDoorRotatingCheckpoint *this)

{
  int iVar1;
  
  CPropDoorRotating::Spawn((CPropDoorRotating *)this);
  iVar1 = (**(code **)(*(int *)this + 0x340))(this,0x333);
  this[0x17cc] = (CPropDoorRotatingCheckpoint)((byte)~(byte)((uint)iVar1 >> 0x18) >> 7);
  if (-1 < iVar1) {
    CBasePropDoor::Lock((CBasePropDoor *)this,false);
  }
  if (this[0x105] != (CPropDoorRotatingCheckpoint)0x1) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (CPropDoorRotatingCheckpoint)0x1;
  }
  this[0x162d] = (CPropDoorRotatingCheckpoint)0x1;
  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)