L L4D2node

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 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)