L L4D2node

CNavArea::Contains

0x006fbfa0 · 82 bytes · __thiscall

_ZNK8CNavArea8ContainsEPKS_

Decompiled

undefined (2 params)

/* CNavArea::Contains(CNavArea const*) const */

bool __thiscall CNavArea::Contains(CNavArea *this,CNavArea *param_1)

{
  if ((((*(float *)(this + 4) <= *(float *)(param_1 + 4)) &&
       (*(float *)(param_1 + 0x10) <= *(float *)(this + 0x10))) &&
      (*(float *)(this + 8) <= *(float *)(param_1 + 8))) &&
     ((*(float *)(param_1 + 0x14) <= *(float *)(this + 0x14) &&
      (*(float *)(this + 0xc) <= *(float *)(param_1 + 0xc))))) {
    return *(float *)(param_1 + 0x18) <= *(float *)(this + 0x18);
  }
  return false;
}

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)