L L4D2node

CNavArea::AddToOpenListTail

0x006fed10 · 82 bytes · __thiscall

_ZN8CNavArea17AddToOpenListTailEv

Decompiled

undefined (1 param)

/* CNavArea::AddToOpenListTail() */

void __thiscall CNavArea::AddToOpenListTail(CNavArea *this)

{
  CNavArea *pCVar1;
  
  if (*(int *)(this + 0x50) != m_masterMarker) {
    *(int *)(this + 0x50) = m_masterMarker;
    pCVar1 = m_openListTail;
    if (m_openList == (CNavArea *)0x0) {
      *(undefined4 *)(this + 0x4c) = 0;
      *(undefined4 *)(this + 0x48) = 0;
      m_openList = this;
      m_openListTail = this;
      return;
    }
    m_openListTail = this;
    *(CNavArea **)(pCVar1 + 0x48) = this;
    *(CNavArea **)(this + 0x4c) = pCVar1;
    *(undefined4 *)(this + 0x48) = 0;
  }
  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)