L L4D2node

CNavMesh::ScriptGetNavAreaByID

0x0073a0e0 · 63 bytes · __thiscall

_ZN8CNavMesh20ScriptGetNavAreaByIDEi

Decompiled

undefined (2 params)

/* CNavMesh::ScriptGetNavAreaByID(int) */

undefined4 __thiscall CNavMesh::ScriptGetNavAreaByID(CNavMesh *this,int param_1)

{
  TerrorNavArea *this_00;
  undefined4 uVar1;
  
  if (param_1 != 0) {
    for (this_00 = *(TerrorNavArea **)(this + (param_1 & 0xffU) * 4 + 0x50);
        this_00 != (TerrorNavArea *)0x0; this_00 = *(TerrorNavArea **)(this_00 + 0x110)) {
      if (param_1 == *(int *)(this_00 + 0x8c)) {
        uVar1 = TerrorNavArea::GetScriptInstance(this_00);
        return uVar1;
      }
    }
  }
  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)