L L4D2node

CNavMesh::ScriptGetNearestNavArea

0x0073e110 · 84 bytes · __thiscall

_ZN8CNavMesh23ScriptGetNearestNavAreaERK6Vectorfbb

Decompiled

undefined (5 params)

/* CNavMesh::ScriptGetNearestNavArea(Vector const&, float, bool, bool) */

undefined4 __thiscall
CNavMesh::ScriptGetNearestNavArea
          (CNavMesh *this,Vector *param_1,float param_2,bool param_3,bool param_4)

{
  TerrorNavArea *this_00;
  undefined4 uVar1;
  
  this_00 = (TerrorNavArea *)GetNearestNavArea(this,param_1,false,param_2,param_3,param_4,false);
  if (this_00 != (TerrorNavArea *)0x0) {
    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)