L L4D2node

CNavArea::AssignNodes

0x006fb8c0 · 76 bytes · __thiscall

_ZN8CNavArea11AssignNodesEPS_

Decompiled

undefined (2 params)

/* CNavArea::AssignNodes(CNavArea*) */

void __thiscall CNavArea::AssignNodes(CNavArea *this,CNavArea *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar1 = *(int *)(this + 0xec);
  iVar2 = *(int *)(this + 0xf0);
  iVar3 = iVar1;
  if (iVar1 != *(int *)(this + 0xf8)) {
    do {
      for (; iVar1 != iVar2; iVar1 = *(int *)(iVar1 + 0x1c)) {
        *(CNavArea **)(iVar1 + 0x74) = param_1;
      }
      iVar1 = *(int *)(iVar3 + 0x20);
      iVar2 = *(int *)(iVar2 + 0x20);
      iVar3 = iVar1;
    } while (*(int *)(this + 0xf8) != iVar1);
  }
  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)