L L4D2node

CFuncNavObstruction::operator()

0x00717d00 · 52 bytes · __thiscall

_ZN19CFuncNavObstructionclEP8CNavArea

Decompiled

undefined (2 params)

/* CFuncNavObstruction::TEMPNAMEPLACEHOLDERVALUE(CNavArea*) */

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

{
  longdouble lVar1;
  
  lVar1 = (longdouble)(**(code **)(*(int *)this + 0x328))(this);
  CNavArea::MarkObstacleToAvoid(param_1,(float)lVar1);
  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)