Checkpoint::GetOpenDoor
0x0086adb0 · 112 bytes · __thiscall
_ZNK10Checkpoint11GetOpenDoorEv
Decompiled
undefined (1 param)
/* Checkpoint::GetOpenDoor() const */
int __thiscall Checkpoint::GetOpenDoor(Checkpoint *this)
{
uint uVar1;
int iVar2;
undefined *puVar3;
int iVar4;
if (0 < *(int *)(this + 0x54)) {
iVar4 = 0;
do {
uVar1 = *(uint *)(*(int *)(this + 0x48) + iVar4 * 4);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
iVar2 = *(int *)(puVar3 + 4);
if ((iVar2 != 0) && (*(int *)(&DAT_000015f4 + iVar2) == 2)) {
return iVar2;
}
}
iVar4 = iVar4 + 1;
} while (iVar4 != *(int *)(this + 0x54));
}
return 0;
}
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.