L L4D2node

CBaseCombatCharacter::ClearLastKnownArea

0x005ef9a0 · 149 bytes · __thiscall

_ZN20CBaseCombatCharacter18ClearLastKnownAreaEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::ClearLastKnownArea() */

void __thiscall CBaseCombatCharacter::ClearLastKnownArea(CBaseCombatCharacter *this)

{
  char cVar1;
  int iVar2;
  
  (**(code **)(*(int *)this + 0x53c))(this,0,*(undefined4 *)(this + 0x1a14));
  iVar2 = *(int *)(this + 0x1a14);
  if (iVar2 != 0) {
    cVar1 = *(char *)(iVar2 + 0x38 + *(int *)(this + 0x1a28) % 2);
    if (cVar1 == '\0') {
      DevMsg("CNavArea::IncrementPlayerCount: Underflow\n");
    }
    else {
      *(char *)(iVar2 + 0x38 + *(int *)(this + 0x1a28) % 2) = cVar1 + -1;
    }
    (**(code **)(**(int **)(this + 0x1a14) + 0x18))(*(int **)(this + 0x1a14),this,0);
    *(undefined4 *)(this + 0x1a14) = 0;
    *(undefined4 *)(this + 0x1a28) = 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)