Checkpoint::LockAllDoors
0x0086abd0 · 259 bytes · __thiscall
_ZNK10Checkpoint12LockAllDoorsEv
Decompiled
undefined (1 param)
/* Checkpoint::LockAllDoors() const */
void __thiscall Checkpoint::LockAllDoors(Checkpoint *this)
{
uint uVar1;
int *piVar2;
undefined *puVar3;
int iVar4;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
iVar4 = 0;
if (0 < *(int *)(this + 0x54)) {
do {
while ((((uVar1 = *(uint *)(*(int *)(this + 0x48) + iVar4 * 4), uVar1 != 0xffffffff &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0))) {
iVar4 = iVar4 + 1;
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
(**(code **)(*piVar2 + 0xb4))(piVar2,"Close",0,0,local_30,0);
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
(**(code **)(*piVar2 + 0xb4))(piVar2,"Lock",0,0,local_30,0);
if (*(int *)(this + 0x54) <= iVar4) {
return;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 < *(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.