L L4D2node

CNavLadder::ScriptIsConnected

0x00732990 · 112 bytes · __thiscall

_ZN10CNavLadder17ScriptIsConnectedEP9HSCRIPT__i

Decompiled

undefined (3 params)

/* CNavLadder::ScriptIsConnected(HSCRIPT__*, int) */

undefined4 __thiscall CNavLadder::ScriptIsConnected(CNavLadder *this,HSCRIPT__ *param_1,int param_2)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  undefined4 uVar4;
  
  if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
    iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
    if ((iVar3 != 0) && (param_2 < 2)) {
      uVar4 = IsConnected();
      return uVar4;
    }
  }
  return 0;
}

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)