L L4D2node

Checkpoint::AreAllDoorsClosed

0x0086ab40 · 123 bytes · __thiscall

_ZNK10Checkpoint17AreAllDoorsClosedEv

Decompiled

undefined (1 param)

/* Checkpoint::AreAllDoorsClosed() const */

undefined4 __thiscall Checkpoint::AreAllDoorsClosed(Checkpoint *this)

{
  int iVar1;
  uint uVar2;
  int iVar3;
  undefined *puVar4;
  
  iVar1 = *(int *)(this + 0x54);
  if (iVar1 == 0) {
    return 0;
  }
  if (0 < iVar1) {
    iVar3 = 0;
    do {
      uVar2 = *(uint *)(*(int *)(this + 0x48) + iVar3 * 4);
      if ((((uVar2 != 0xffffffff) &&
           (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
         ((*(int *)(puVar4 + 4) != 0 && (*(int *)(&DAT_000015f4 + *(int *)(puVar4 + 4)) != 0)))) {
        return 0;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
  }
  return 1;
}

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)