L L4D2node

CNavArea::IsEdge

0x006fd9c0 · 104 bytes · __thiscall

_ZNK8CNavArea6IsEdgeE10NavDirType

Decompiled

undefined (2 params)

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

undefined4 __thiscall CNavArea::IsEdge(CNavArea *this,uint param_2)

{
  int *piVar1;
  int iVar2;
  char cVar3;
  undefined4 uVar4;
  int iVar5;
  
  piVar1 = *(int **)(this + param_2 * 4 + 0x58);
  iVar2 = *piVar1;
  if (0 < iVar2) {
    iVar5 = 0;
    do {
      uVar4 = 0;
      if (param_2 < 4) {
        uVar4 = (&CSWTCH_1821)[param_2];
      }
      cVar3 = IsConnected((CNavArea *)piVar1[iVar5 * 2 + 1],this,uVar4);
      if (cVar3 != '\0') {
        return 0;
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 != iVar2);
  }
  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)