L L4D2node

CNavArea::Shift

0x00702110 · 143 bytes · __thiscall

_ZN8CNavArea5ShiftERK6Vector

Decompiled

undefined (2 params)

/* CNavArea::Shift(Vector const&) */

void __thiscall CNavArea::Shift(CNavArea *this,Vector *param_1)

{
  *(float *)(this + 4) = *(float *)(this + 4) + *(float *)param_1;
  *(float *)(this + 8) = *(float *)(this + 8) + *(float *)(param_1 + 4);
  *(float *)(this + 0xc) = *(float *)(this + 0xc) + *(float *)(param_1 + 8);
  *(float *)(this + 0x10) = *(float *)(this + 0x10) + *(float *)param_1;
  *(float *)(this + 0x14) = *(float *)(this + 0x14) + *(float *)(param_1 + 4);
  *(float *)(this + 0x18) = *(float *)(this + 0x18) + *(float *)(param_1 + 8);
  *(float *)(this + 0x2c) = *(float *)(this + 0x2c) + *(float *)param_1;
  *(float *)(this + 0x30) = *(float *)(this + 0x30) + *(float *)(param_1 + 4);
  *(float *)(this + 0x34) = *(float *)(this + 0x34) + *(float *)(param_1 + 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)