Checkpoint::OnCheckpointLeft
0x0086a910 · 129 bytes · __thiscall
_ZN10Checkpoint16OnCheckpointLeftEv
Decompiled
undefined (1 param)
/* Checkpoint::OnCheckpointLeft() */
void __thiscall Checkpoint::OnCheckpointLeft(Checkpoint *this)
{
uint uVar1;
undefined *puVar2;
int iVar3;
if (((this[0x5d] != (Checkpoint)0x0) && (this[0x5f] == (Checkpoint)0x0)) &&
(this[0x5d] = (Checkpoint)0x0, 0 < *(int *)(this + 0x54))) {
iVar3 = 0;
do {
while (((uVar1 = *(uint *)(*(int *)(this + 0x48) + iVar3 * 4), uVar1 != 0xffffffff &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc))
&& ((*(uint *)(puVar2 + 8) == uVar1 >> 0xc &&
(*(CBasePropDoor **)(puVar2 + 4) != (CBasePropDoor *)0x0))))) {
iVar3 = iVar3 + 1;
CBasePropDoor::CheckpointDisable(*(CBasePropDoor **)(puVar2 + 4),false);
if (*(int *)(this + 0x54) <= iVar3) {
return;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x54));
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.