L L4D2node

ChasePath::Invalidate

0x003e7330 · 135 bytes · __thiscall

_ZN9ChasePath10InvalidateEv

Decompiled

undefined (1 param)

/* ChasePath::Invalidate() */

void __thiscall ChasePath::Invalidate(ChasePath *this)

{
  if (*(float *)(this + 0x47f4) != -1.0) {
    (**(code **)(*(int *)(this + 0x47ec) + 4))(this + 0x47ec,this + 0x47f4);
    *(undefined4 *)(this + 0x47f4) = 0xbf800000;
  }
  if (*(float *)(this + 0x4800) != -1.0) {
    (**(code **)(*(int *)(this + 0x47f8) + 4))(this + 0x47f8,this + 0x4800);
    *(undefined4 *)(this + 0x4800) = 0xbf800000;
  }
  PathFollower::Invalidate((PathFollower *)this);
  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)