L L4D2node

CNavNode::IsClosedCell

0x007471c0 · 94 bytes · __thiscall

_ZNK8CNavNode12IsClosedCellEv

Decompiled

undefined (1 param)

/* CNavNode::IsClosedCell() const */

bool __thiscall CNavNode::IsClosedCell(CNavNode *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar1 = *(int *)(this + 0x20);
  if ((((iVar1 != 0) && (this == *(CNavNode **)(iVar1 + 8 + (Opposite._8_4_ + 4) * 4))) &&
      (iVar2 = *(int *)(this + 0x1c), iVar2 != 0)) &&
     (this == *(CNavNode **)(iVar2 + 8 + (Opposite._4_4_ + 4) * 4))) {
    iVar3 = *(int *)(iVar2 + 0x20);
    if (iVar3 == 0) {
      return false;
    }
    if (((iVar2 == *(int *)(iVar3 + 8 + (Opposite._8_4_ + 4) * 4)) &&
        (iVar2 = *(int *)(iVar1 + 0x1c), iVar2 != 0)) &&
       (iVar1 == *(int *)(iVar2 + 8 + (Opposite._4_4_ + 4) * 4))) {
      return iVar3 == iVar2;
    }
  }
  return false;
}

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)