L L4D2node

CNavMesh::GetNavAreaByID

0x0073c940 · 50 bytes · __thiscall

_ZNK8CNavMesh14GetNavAreaByIDEj

Decompiled

undefined (2 params)

/* CNavMesh::GetNavAreaByID(unsigned int) const */

int __thiscall CNavMesh::GetNavAreaByID(CNavMesh *this,uint param_1)

{
  int iVar1;
  
  if ((param_1 != 0) && (iVar1 = *(int *)(this + (param_1 & 0xff) * 4 + 0x50), iVar1 != 0)) {
    do {
      if (param_1 == *(uint *)(iVar1 + 0x8c)) {
        return iVar1;
      }
      iVar1 = *(int *)(iVar1 + 0x110);
    } while (iVar1 != 0);
    return 0;
  }
  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)