L L4D2node

CNavMesh::FindNavAreaAlongRay

0x0073b4a0 · 155 bytes · __thiscall

_ZN8CNavMesh19FindNavAreaAlongRayERK6VectorS2_P9HSCRIPT__

Decompiled

undefined (4 params)

/* CNavMesh::FindNavAreaAlongRay(Vector const&, Vector const&, HSCRIPT__*) */

undefined4 __thiscall
CNavMesh::FindNavAreaAlongRay(CNavMesh *this,Vector *param_1,Vector *param_2,HSCRIPT__ *param_3)

{
  code *pcVar1;
  char cVar2;
  CNavArea *pCVar3;
  ScriptClassDesc_t *pSVar4;
  undefined4 uVar5;
  CNavArea *local_14;
  CNavLadder *local_10;
  
  pCVar3 = (CNavArea *)0x0;
  local_14 = (CNavArea *)0x0;
  local_10 = (CNavLadder *)0x0;
  if (param_3 + -1 < (HSCRIPT__ *)0xfffffffe) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar4 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
    pCVar3 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_3,pSVar4);
  }
  cVar2 = FindNavAreaOrLadderAlongRay(TheNavMesh,param_1,param_2,&local_14,&local_10,pCVar3);
  if ((cVar2 != '\0') && (local_14 != (CNavArea *)0x0)) {
    uVar5 = TerrorNavArea::GetScriptInstance((TerrorNavArea *)local_14);
    return uVar5;
  }
  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)