L L4D2node

CNavArea::DecayDanger

0x006ffe90 · 138 bytes · __thiscall

_ZN8CNavArea11DecayDangerEv

Decompiled

undefined (1 param)

/* CNavArea::DecayDanger() */

void __thiscall CNavArea::DecayDanger(CNavArea *this)

{
  float fVar1;
  int iVar2;
  CNavArea *pCVar3;
  CNavArea *pCVar4;
  longdouble lVar5;
  float fVar6;
  
  iVar2 = gpGlobals;
  pCVar3 = this;
  do {
    fVar6 = *(float *)(iVar2 + 0xc);
    fVar1 = *(float *)(pCVar3 + 0xc4);
    lVar5 = (longdouble)(**(code **)(*(int *)this + 0x4c))(this);
    fVar6 = *(float *)(pCVar3 + 0xbc) - (float)lVar5 * (fVar6 - fVar1);
    if (fVar6 < 0.0) {
      *(undefined4 *)(pCVar3 + 0xbc) = 0;
    }
    else {
      *(float *)(pCVar3 + 0xbc) = fVar6;
    }
    iVar2 = gpGlobals;
    pCVar4 = pCVar3 + 4;
    *(undefined4 *)(pCVar3 + 0xc4) = *(undefined4 *)(gpGlobals + 0xc);
    pCVar3 = pCVar4;
  } while (pCVar4 != this + 8);
  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)