L L4D2node

CFuncNavBlocker::operator()

0x007179d0 · 49 bytes · __thiscall

_ZN15CFuncNavBlockerclEP8CNavArea

Decompiled

undefined (2 params)

/* CFuncNavBlocker::TEMPNAMEPLACEHOLDERVALUE(CNavArea*) */

undefined4 __thiscall CFuncNavBlocker::operator()(CFuncNavBlocker *this,CNavArea *param_1)

{
  CNavArea::MarkAsBlocked(param_1,*(int *)(this + 0x45c),(CBaseEntity *)this,true);
  return 1;
}

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)