L L4D2node

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 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)