L L4D2node

CLogicNavigation::OnEntitySpawned

0x006ef760 · 115 bytes · __thiscall

_ZN16CLogicNavigation15OnEntitySpawnedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CLogicNavigation::OnEntitySpawned(CBaseEntity*) */

void __thiscall CLogicNavigation::OnEntitySpawned(CLogicNavigation *this,CBaseEntity *param_1)

{
  char *pcVar1;
  char cVar2;
  char *pcVar3;
  
  if ((this[0x444] != (CLogicNavigation)0x0) && (((byte)this[0x448] & 1) != 0)) {
    pcVar1 = *(char **)(this + 0xf8);
    if (*(char **)(param_1 + 0x154) != pcVar1) {
      pcVar3 = "";
      if (pcVar1 != (char *)0x0) {
        pcVar3 = pcVar1;
      }
      cVar2 = CBaseEntity::NameMatchesComplex(param_1,pcVar3);
      if (cVar2 == '\0') {
        return;
      }
    }
    if (*(float *)(param_1 + 0x254) <= 3.4028235e+38 && *(float *)(param_1 + 0x254) != 3.4028235e+38
       ) {
      *(undefined4 *)(param_1 + 0x254) = 0x7f7fffff;
      return;
    }
  }
  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)