L L4D2node

NextBotCombatCharacter::OnNavAreaChanged

0x00751f90 · 92 bytes · __thiscall

_ZN22NextBotCombatCharacter16OnNavAreaChangedEP8CNavAreaS1_

Decompiled

undefined (3 params)

/* NextBotCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) */

void __thiscall
NextBotCombatCharacter::OnNavAreaChanged
          (NextBotCombatCharacter *this,CNavArea *param_1,CNavArea *param_2)

{
  int *piVar1;
  
  for (piVar1 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 8))(this + 0x1a3c);
      piVar1 != (int *)0x0;
      piVar1 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 0xc))(this + 0x1a3c,piVar1)) {
    (**(code **)(*piVar1 + 100))(piVar1,param_1,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)