L L4D2node

CNavArea::DrawHidingSpots

0x006fe780 · 146 bytes · __thiscall

_ZNK8CNavArea15DrawHidingSpotsEv

Decompiled

undefined (1 param)

/* CNavArea::DrawHidingSpots() const */

void __thiscall CNavArea::DrawHidingSpots(CNavArea *this)

{
  byte bVar1;
  int iVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  undefined4 local_28;
  undefined4 local_24;
  float local_20;
  
  iVar5 = 0;
  piVar3 = *(int **)(this + 0xcc);
  if (0 < *piVar3) {
    do {
      iVar2 = piVar3[iVar5 + 1];
      iVar4 = 0xb;
      bVar1 = *(byte *)(iVar2 + 0x1c);
      if (((bVar1 & 4) == 0) && (iVar4 = 0xc, (bVar1 & 2) == 0)) {
        iVar4 = ((int)((uint)bVar1 << 0x1f) >> 0x1f) + 0xe;
      }
      local_28 = *(undefined4 *)(iVar2 + 4);
      iVar5 = iVar5 + 1;
      local_24 = *(undefined4 *)(iVar2 + 8);
      local_20 = *(float *)(iVar2 + 0xc) + 50.0;
      NavDrawLine(iVar2 + 4,&local_28,iVar4);
      piVar3 = *(int **)(this + 0xcc);
    } while (iVar5 < *piVar3);
  }
  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)