L L4D2node

CheckpointDoorScan::EnumElement

0x00851bc0 · 147 bytes · __thiscall

_ZN18CheckpointDoorScan11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CheckpointDoorScan::EnumElement(IHandleEntity*) */

undefined4 __thiscall
CheckpointDoorScan::EnumElement(CheckpointDoorScan *this,IHandleEntity *param_1)

{
  uint uVar1;
  char cVar2;
  uint *puVar3;
  int *piVar4;
  int iVar5;
  
  puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar1 = *puVar3;
  if (((uVar1 != 0xffffffff) &&
      (iVar5 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar5 + 8) == uVar1 >> 0xc)) &&
     (piVar4 = *(int **)(gEntList + iVar5 + 4), piVar4 != (int *)0x0)) {
    iVar5 = (**(code **)(*piVar4 + 0x18))(piVar4);
    if (iVar5 != 0) {
      piVar4 = (int *)__dynamic_cast(iVar5,&CBaseEntity::typeinfo,&CBasePropDoor::typeinfo,0);
      if (piVar4 != (int *)0x0) {
        cVar2 = (**(code **)(*piVar4 + 0x478))(piVar4);
        if (cVar2 != '\0') {
          *(int **)(this + 4) = piVar4;
          return 1;
        }
      }
    }
  }
  return 0;
}

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)