L L4D2node

TerrorNavMesh::GetLastCheckpoint

0x0086afa0 · 56 bytes · __thiscall

_ZNK13TerrorNavMesh17GetLastCheckpointEv

Decompiled

undefined (1 param)

/* TerrorNavMesh::GetLastCheckpoint() const */

int __thiscall TerrorNavMesh::GetLastCheckpoint(TerrorNavMesh *this)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(this + 0x670) < 1) {
LAB_0086afd8:
    iVar1 = 0;
  }
  else {
    iVar1 = **(int **)(this + 0x664);
    if (*(char *)(iVar1 + 0x5f) == '\0') {
      iVar2 = 0;
      do {
        iVar2 = iVar2 + 1;
        if (iVar2 == *(int *)(this + 0x670)) goto LAB_0086afd8;
        iVar1 = (*(int **)(this + 0x664))[iVar2];
      } while (*(char *)(iVar1 + 0x5f) == '\0');
    }
  }
  return iVar1;
}

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)