L L4D2node

CNavLadder::ScriptConnectTo

0x00732780 · 93 bytes · __thiscall

_ZN10CNavLadder15ScriptConnectToEP9HSCRIPT__

Decompiled

undefined (2 params)

/* CNavLadder::ScriptConnectTo(HSCRIPT__*) */

void __thiscall CNavLadder::ScriptConnectTo(CNavLadder *this,HSCRIPT__ *param_1)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CNavArea *pCVar3;
  
  if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
    pCVar3 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
    if (pCVar3 != (CNavArea *)0x0) {
      ConnectTo(this,pCVar3);
      return;
    }
  }
  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)