L L4D2node

CNavArea::CheckWaterLevel

0x00703ec0 · 151 bytes · __thiscall

_ZN8CNavArea15CheckWaterLevelEv

Decompiled

undefined (1 param)

/* CNavArea::CheckWaterLevel() */

void __thiscall CNavArea::CheckWaterLevel(CNavArea *this)

{
  char cVar1;
  uint uVar2;
  undefined4 local_18;
  undefined4 local_14;
  float local_10;
  
  local_18 = *(undefined4 *)(this + 0x2c);
  local_14 = *(undefined4 *)(this + 0x30);
  local_10 = *(float *)(this + 0x34);
  cVar1 = CNavMesh::GetGroundHeight(TheNavMesh,(Vector *)&local_18,&local_10,(Vector *)0x0);
  if (cVar1 == '\0') {
    this[0xa4] = (CNavArea)0x0;
    return;
  }
  local_10 = local_10 + 1.0;
  uVar2 = (**(code **)*enginetrace)(enginetrace,(Vector *)&local_18,0x4030,0);
  this[0xa4] = (CNavArea)((uVar2 & 0x4030) != 0);
  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)