L L4D2node

CNavArea::MarkObstacleToAvoid

0x00703b80 · 158 bytes · __thiscall

_ZN8CNavArea19MarkObstacleToAvoidEf

Decompiled

undefined (2 params)

/* CNavArea::MarkObstacleToAvoid(float) */

void __thiscall CNavArea::MarkObstacleToAvoid(CNavArea *this,float param_1)

{
  int iVar1;
  
  if ((float)(byte)this[0x3a] + 0.0 < param_1) {
    if (this[0x3a] == (CNavArea)0x0) {
      (**(code **)(*TheNavMesh + 100))(TheNavMesh,this);
    }
    if (param_1 <= 0.0) {
      this[0x3a] = (CNavArea)0x0;
      return;
    }
    if (param_1 < 255.0) {
      iVar1 = (int)param_1;
      if ((float)iVar1 < param_1) {
        iVar1 = iVar1 + 1;
      }
      this[0x3a] = SUB41(iVar1,0);
      return;
    }
    this[0x3a] = (CNavArea)0xff;
  }
  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)