L L4D2node

CNavArea::GetSpotEncounter

0x006ffe30 · 71 bytes · __thiscall

_ZN8CNavArea16GetSpotEncounterEPKS_S1_

Decompiled

undefined (3 params)

/* CNavArea::GetSpotEncounter(CNavArea const*, CNavArea const*) */

int * __thiscall CNavArea::GetSpotEncounter(CNavArea *this,CNavArea *param_1,CNavArea *param_2)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  
  if ((param_1 != (CNavArea *)0x0) && (param_2 != (CNavArea *)0x0)) {
    iVar1 = **(int **)(this + 0xd0);
    if (0 < iVar1) {
      iVar3 = 0;
      do {
        piVar2 = (int *)(*(int **)(this + 0xd0))[iVar3 + 1];
        if (((CNavArea *)*piVar2 == param_1) && ((CNavArea *)piVar2[3] == param_2)) {
          return piVar2;
        }
        iVar3 = iVar3 + 1;
      } while (iVar3 != iVar1);
    }
  }
  return (int *)0x0;
}

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)