L L4D2node

CNavArea::IsConnected

0x006fb910 · 58 bytes · __thiscall

_ZNK8CNavArea11IsConnectedEPK10CNavLadderNS0_19LadderDirectionTypeE

Decompiled

undefined (3 params)

/* CNavArea::IsConnected(CNavLadder const*, CNavLadder::LadderDirectionType) const */

undefined4 __thiscall CNavArea::IsConnected(CNavArea *this,int param_1,int param_3)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  piVar1 = *(int **)(this + param_3 * 4 + 0x68);
  if (*piVar1 < 1) {
    return 0;
  }
  if (piVar1[1] != param_1) {
    iVar3 = 0;
    do {
      if (iVar3 + 1 == *piVar1) {
        return 0;
      }
      iVar2 = iVar3 + 2;
      iVar3 = iVar3 + 1;
    } while (piVar1[iVar2] != param_1);
  }
  return 1;
}

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)