L L4D2node

CNavArea::IsBlocked

0x007021a0 · 89 bytes · __thiscall

_ZNK8CNavArea9IsBlockedEib

Decompiled

undefined (3 params)

/* CNavArea::IsBlocked(int, bool) const */

undefined1 __thiscall CNavArea::IsBlocked(CNavArea *this,int param_1,bool param_2)

{
  undefined1 uVar1;
  
  if (((param_2) && ((int)*(uint *)(this + 0x54) < 0)) &&
     ((*(int *)(nav_blockers_can_affect_flow._28_4_ + 0x30) == 0 ||
      ((*(uint *)(this + 0x54) & 0x8000000) == 0)))) {
    return false;
  }
  if (param_1 == 2) {
    if (((byte)this[0x56] & 4) != 0) {
      return true;
    }
  }
  else if (param_1 == -1) {
    return this[0x7f] != (CNavArea)0x0;
  }
  uVar1 = IsBlocked((int)this,SUB41(param_1,0));
  return uVar1;
}

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)