L L4D2node

Checkpoint::IsLocked

0x0086a890 · 114 bytes · __thiscall

_ZNK10Checkpoint8IsLockedEv

Decompiled

undefined (1 param)

/* Checkpoint::IsLocked() const */

char __thiscall Checkpoint::IsLocked(Checkpoint *this)

{
  char cVar1;
  uint uVar2;
  undefined *puVar3;
  int iVar4;
  
  if (0 < *(int *)(this + 0x54)) {
    iVar4 = 0;
    do {
      uVar2 = *(uint *)(*(int *)(this + 0x48) + iVar4 * 4);
      if ((((uVar2 != 0xffffffff) &&
           (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) &&
         ((*(int *)(puVar3 + 4) != 0 &&
          (cVar1 = *(char *)(*(int *)(puVar3 + 4) + 0x1624), cVar1 != '\0')))) {
        return cVar1;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != *(int *)(this + 0x54));
  }
  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)