L L4D2node

WitchLocomotion::IsAreaTraversable

0x0053e860 · 156 bytes · __thiscall

_ZNK15WitchLocomotion17IsAreaTraversableEPK8CNavArea

Decompiled

undefined (2 params)

/* WitchLocomotion::IsAreaTraversable(CNavArea const*) const */

undefined4 __thiscall WitchLocomotion::IsAreaTraversable(WitchLocomotion *this,CNavArea *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  undefined4 uVar4;
  
  cVar1 = CNavArea::IsBlocked(param_1,3,false);
  if (cVar1 == '\0') {
    piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    piVar2 = (int *)(**(code **)(*piVar2 + 0xb4))(piVar2);
    iVar3 = (**(code **)(*piVar2 + 0x52c))(piVar2);
    if ((((iVar3 == 0) || ((*(uint *)(iVar3 + 300) & 0x880) != 0)) ||
        (cVar1 = CDirector::AllowWitchesInCheckpoints(TheDirector), cVar1 != '\0')) ||
       ((*(uint *)(param_1 + 300) & 0x880) == 0)) {
      uVar4 = ZombieBotLocomotion::IsAreaTraversable((ZombieBotLocomotion *)this,param_1);
      return uVar4;
    }
  }
  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)