L L4D2node

NextBotCombatCharacter::IsAreaTraversable

0x00752be0 · 88 bytes · __thiscall

_ZNK22NextBotCombatCharacter17IsAreaTraversableEPK8CNavArea

Decompiled

undefined (2 params)

/* NextBotCombatCharacter::IsAreaTraversable(CNavArea const*) const */

undefined4 __thiscall
NextBotCombatCharacter::IsAreaTraversable(NextBotCombatCharacter *this,CNavArea *param_1)

{
  char cVar1;
  int *piVar2;
  undefined4 uVar3;
  
  if (param_1 == (CNavArea *)0x0) {
    return 0;
  }
  piVar2 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 0xc0))(this + 0x1a3c);
  if ((piVar2 != (int *)0x0) &&
     (cVar1 = (**(code **)(*piVar2 + 0x150))(piVar2,param_1), cVar1 == '\0')) {
    return 0;
  }
  uVar3 = CBaseCombatCharacter::IsAreaTraversable((CBaseCombatCharacter *)this,param_1);
  return uVar3;
}

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)