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 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.