L L4D2node

CNavMesh::FindNavAreaOrLadderAlongRay

0x00709f90 · 55 bytes · __thiscall

_ZN8CNavMesh27FindNavAreaOrLadderAlongRayERK6VectorS2_PP8CNavAreaPP10CNavLadderS4_

Decompiled

undefined (6 params)

/* CNavMesh::FindNavAreaOrLadderAlongRay(Vector const&, Vector const&, CNavArea**, CNavLadder**,
   CNavArea*) */

longlong __thiscall
CNavMesh::FindNavAreaOrLadderAlongRay
          (CNavMesh *this,Vector *param_1,Vector *param_2,CNavArea **param_3,CNavLadder **param_4,
          CNavArea *param_5)

{
  longlong lVar1;
  
  if (*(int *)(this + 0x18) == 0) {
    return ZEXT48(param_1) << 0x20;
  }
  lVar1 = FindNavAreaOrLadderAlongRay
                    ((CNavMesh *)param_3,(Vector *)param_4,(Vector *)param_5,param_3,param_4,param_5
                    );
  return lVar1;
}

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)