L L4D2node

CNavLadder::Disconnect

0x00732850 · 81 bytes · __thiscall

_ZN10CNavLadder10DisconnectEP8CNavArea

Decompiled

undefined (2 params)

/* CNavLadder::Disconnect(CNavArea*) */

void __thiscall CNavLadder::Disconnect(CNavLadder *this,CNavArea *param_1)

{
  if (*(CNavArea **)(this + 0x24) == param_1) {
    *(undefined4 *)(this + 0x24) = 0;
    return;
  }
  if (*(CNavArea **)(this + 0x28) == param_1) {
    *(undefined4 *)(this + 0x28) = 0;
    return;
  }
  if (*(CNavArea **)(this + 0x2c) == param_1) {
    *(undefined4 *)(this + 0x2c) = 0;
    return;
  }
  if (*(CNavArea **)(this + 0x30) != param_1) {
    if (*(CNavArea **)(this + 0x34) != param_1) {
      return;
    }
    *(undefined4 *)(this + 0x34) = 0;
    return;
  }
  *(undefined4 *)(this + 0x30) = 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)