L L4D2node

CM_AreasConnected

0x0011b6d0 · 151 bytes · __cdecl

_Z17CM_AreasConnectedii

Decompiled

undefined (2 params)

/* CM_AreasConnected(int, int) */

bool CM_AreasConnected(int param_1,int param_2)

{
  int iVar1;
  bool bVar2;
  
  bVar2 = true;
  if (*(int *)(map_noareas._28_4_ + 0x30) == 0) {
    if ((DAT_00394524 <= param_1) || (DAT_00394524 <= param_2)) {
      Sys_Error("area(1==%i, 2==%i) >= numareas (%i):  Check if engine->ResetPVS() was called from ClientSetupVisibility"
                ,param_1,param_2,DAT_00394524);
    }
    if ((param_1 < 0) || (DAT_0039452c <= param_1)) {
      Error("Cannot load corrupted map.\n");
    }
    iVar1 = *(int *)(DAT_00394528 + 8 + param_1 * 0x10);
    if ((param_2 < 0) || (DAT_0039452c <= param_2)) {
      Error("Cannot load corrupted map.\n");
    }
    bVar2 = iVar1 == *(int *)(DAT_00394528 + 8 + param_2 * 0x10);
  }
  return bVar2;
}

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)