L L4D2node

HidingSpot::PostLoad

0x0073f550 · 153 bytes · __thiscall

_ZN10HidingSpot8PostLoadEv

Decompiled

undefined (1 param)

/* HidingSpot::PostLoad() */

undefined4 __thiscall HidingSpot::PostLoad(HidingSpot *this)

{
  int iVar1;
  undefined4 local_18;
  undefined4 local_14;
  float local_10;
  
  local_18 = *(undefined4 *)(this + 4);
  local_14 = *(undefined4 *)(this + 8);
  local_10 = *(float *)(this + 0xc) + 35.5;
  iVar1 = CNavMesh::GetNavArea(TheNavMesh,(Vector *)&local_18,120.0);
  *(int *)(this + 0x18) = iVar1;
  if (iVar1 != 0) {
    return 0;
  }
  DevWarning("A Hiding Spot is off of the Nav Mesh at setpos %.0f %.0f %.0f\n",
             (double)*(float *)(this + 4),(double)*(float *)(this + 8),
             (double)*(float *)(this + 0xc));
  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)