L L4D2node

CNavMesh::OnAreaBlocked

0x00742700 · 93 bytes · __cdecl

_ZN8CNavMesh13OnAreaBlockedEP8CNavAreab

Decompiled

undefined (2 params)

/* CNavMesh::OnAreaBlocked(CNavArea*, bool) */

void CNavMesh::OnAreaBlocked(CNavArea *param_1,bool param_2)

{
  int iVar1;
  int iVar2;
  undefined3 in_stack_00000009;
  
  iVar1 = *(int *)(param_1 + 0x5bc);
  if (0 < iVar1) {
    if ((CNavArea *)**(int **)(param_1 + 0x5b0) == _param_2) {
      return;
    }
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar1) goto LAB_0074273c;
    } while ((CNavArea *)(*(int **)(param_1 + 0x5b0))[iVar2] != _param_2);
    if (-1 < iVar2) {
      return;
    }
  }
LAB_0074273c:
  CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
            ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(param_1 + 0x5b0),iVar1,
             (CNavArea **)&param_2);
  return;
}

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)