L L4D2node

CNavArea::RemoveFromOpenList

0x006fede0 · 69 bytes · __thiscall

_ZN8CNavArea18RemoveFromOpenListEv

Decompiled

undefined (1 param)

/* CNavArea::RemoveFromOpenList() */

void __thiscall CNavArea::RemoveFromOpenList(CNavArea *this)

{
  undefined4 uVar1;
  int iVar2;
  
  if (*(int *)(this + 0x50) != 0) {
    if (*(int *)(this + 0x4c) == 0) {
      iVar2 = *(int *)(this + 0x48);
      uVar1 = 0;
      m_openList = iVar2;
    }
    else {
      *(undefined4 *)(*(int *)(this + 0x4c) + 0x48) = *(undefined4 *)(this + 0x48);
      iVar2 = *(int *)(this + 0x48);
      uVar1 = *(undefined4 *)(this + 0x4c);
    }
    if (iVar2 != 0) {
      *(undefined4 *)(iVar2 + 0x4c) = uVar1;
      uVar1 = m_openListTail;
    }
    m_openListTail = uVar1;
    *(undefined4 *)(this + 0x50) = 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)