L L4D2node

CNavArea::UnblockArea

0x00702950 · 299 bytes · __thiscall

_ZN8CNavArea11UnblockAreaEv

Decompiled

undefined (1 param)

/* CNavArea::UnblockArea() */

void __thiscall CNavArea::UnblockArea(CNavArea *this)

{
  CNavArea CVar1;
  int *piVar2;
  uint uVar3;
  int in_GS_OFFSET;
  Color local_24;
  undefined1 local_23;
  undefined1 local_22;
  undefined1 local_21;
  int local_20;
  
  uVar3 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CVar1 = this[0x7f];
  if ((int)*(uint *)(this + 0x54) < 0) {
    uVar3 = *(uint *)(this + 0x54) >> 0x1b & 1;
  }
  this[0x7f] = (CNavArea)0x0;
  if (CVar1 != (CNavArea)0x0) {
    piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                              (gameeventmanager,"nav_blocked",0,&g_NavBlockedEvent);
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x30))(piVar2,"area",*(undefined4 *)(this + 0x8c));
      (**(code **)(*piVar2 + 0x30))(piVar2,"blocked",0);
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
    }
    if (*(int *)(nav_debug_blocked._28_4_ + 0x30) != 0) {
      local_24 = 0xff;
      local_23 = 0;
      local_22 = 0x80;
      local_21 = 0xff;
      ConColorMsg(&local_24,"area %d is unblocked by UnblockArea\n",*(undefined4 *)(this + 0x8c));
    }
    (**(code **)(*TheNavMesh + 0x60))(TheNavMesh,this,uVar3);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)