L L4D2node

CBaseCombatCharacter::ScriptGetLastKnownArea

0x005f0a50 · 37 bytes · __thiscall

_ZNK20CBaseCombatCharacter22ScriptGetLastKnownAreaEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::ScriptGetLastKnownArea() const */

undefined4 __thiscall CBaseCombatCharacter::ScriptGetLastKnownArea(CBaseCombatCharacter *this)

{
  TerrorNavArea *this_00;
  undefined4 uVar1;
  
  this_00 = (TerrorNavArea *)(**(code **)(*(int *)this + 0x52c))(this);
  if (this_00 != (TerrorNavArea *)0x0) {
    uVar1 = TerrorNavArea::GetScriptInstance(this_00);
    return uVar1;
  }
  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)