L L4D2node

CAI_ProxyMovementSink::OnFailedLocalNavigation

0x0041b1e0 · 59 bytes · __thiscall

_ZN21CAI_ProxyMovementSink23OnFailedLocalNavigationEP17AILocalMoveGoal_tfP14AIMoveResult_t

Decompiled

undefined (4 params)

/* CAI_ProxyMovementSink::OnFailedLocalNavigation(AILocalMoveGoal_t*, float, AIMoveResult_t*) */

undefined4 __thiscall
CAI_ProxyMovementSink::OnFailedLocalNavigation
          (CAI_ProxyMovementSink *this,AILocalMoveGoal_t *param_1,float param_2,
          AIMoveResult_t *param_3)

{
  int *piVar1;
  undefined4 uVar2;
  
  piVar1 = *(int **)(this + 4);
  if (piVar1 != (int *)0x0) {
    uVar2 = (**(code **)(*piVar1 + 0x10))(piVar1,param_1,param_2,param_3);
    if ((char)uVar2 != '\0') {
      return uVar2;
    }
  }
  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)