L L4D2node

CNavArea::GetRandomAdjacentArea

0x006fcc10 · 95 bytes · __thiscall

_ZNK8CNavArea21GetRandomAdjacentAreaE10NavDirType

Decompiled

undefined (2 params)

/* CNavArea::GetRandomAdjacentArea(NavDirType) const */

int __thiscall CNavArea::GetRandomAdjacentArea(CNavArea *this,int param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = RandomInt(0,**(int **)(this + param_2 * 4 + 0x58) + -1);
  iVar1 = **(int **)(this + param_2 * 4 + 0x58);
  if (iVar1 < 1) {
    return 0;
  }
  iVar3 = 0;
  if (iVar2 == 0) {
    iVar3 = 0;
  }
  else {
    do {
      iVar3 = iVar3 + 1;
      if (iVar3 == iVar1) {
        return 0;
      }
    } while (iVar2 != iVar3);
  }
  return (*(int **)(this + param_2 * 4 + 0x58))[iVar3 * 2 + 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)