L L4D2node

CBaseCombatCharacter::IsAreaTraversable

0x005f0a80 · 56 bytes · __thiscall

_ZNK20CBaseCombatCharacter17IsAreaTraversableEPK8CNavArea

Decompiled

undefined (2 params)

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

uint __thiscall
CBaseCombatCharacter::IsAreaTraversable(CBaseCombatCharacter *this,CNavArea *param_1)

{
  uint uVar1;
  int iVar2;
  
  uVar1 = 0;
  if (param_1 != (CNavArea *)0x0) {
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    uVar1 = CNavArea::IsBlocked(param_1,iVar2,false);
    uVar1 = uVar1 ^ 1;
  }
  return uVar1;
}

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)