L L4D2node

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 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)