L L4D2node

Path::Invalidate

0x003e2f50 · 138 bytes · __thiscall

_ZN4Path10InvalidateEv

Decompiled

undefined (1 param)

/* Path::Invalidate() */

void __thiscall Path::Invalidate(Path *this)

{
  undefined4 uVar1;
  
  *(undefined4 *)(this + 0x4424) = vec3_origin;
  uVar1 = DAT_01053d4c;
  *(undefined4 *)(this + 0x4404) = 0;
  *(undefined4 *)(this + 0x4428) = uVar1;
  uVar1 = DAT_01053d50;
  *(undefined4 *)(this + 0x4420) = 0;
  *(undefined4 *)(this + 0x442c) = uVar1;
  *(undefined4 *)(this + 0x4430) = 0x3f800000;
  *(undefined4 *)(this + 0x4434) = 0;
  *(undefined4 *)(this + 0x4438) = 0;
  *(undefined4 *)(this + 0x443c) = 0;
  *(undefined4 *)(this + 0x4440) = 0;
  this[0x4444] = (Path)0x1;
  *(undefined4 *)(this + 0x4450) = 0xffffffff;
  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)