L L4D2node

CNavMesh::OnAvoidanceObstacleEnteredArea

0x00742770 · 93 bytes · __thiscall

_ZN8CNavMesh30OnAvoidanceObstacleEnteredAreaEP8CNavArea

Decompiled

undefined (2 params)

/* CNavMesh::OnAvoidanceObstacleEnteredArea(CNavArea*) */

void __thiscall CNavMesh::OnAvoidanceObstacleEnteredArea(CNavMesh *this,CNavArea *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x594);
  if (0 < iVar1) {
    if ((CNavArea *)**(int **)(this + 0x588) == param_1) {
      return;
    }
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar1) goto LAB_007427ac;
    } while ((CNavArea *)(*(int **)(this + 0x588))[iVar2] != param_1);
    if (-1 < iVar2) {
      return;
    }
  }
LAB_007427ac:
  CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
            ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x588),iVar1,&param_1);
  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)