L L4D2node

TerrorNavMesh::IsInInitialCheckpoint_NoLandmark

0x0086b190 · 126 bytes · __thiscall

_ZNK13TerrorNavMesh32IsInInitialCheckpoint_NoLandmarkEP13TerrorNavArea

Decompiled

undefined (2 params)

/* TerrorNavMesh::IsInInitialCheckpoint_NoLandmark(TerrorNavArea*) const */

undefined4 __thiscall
TerrorNavMesh::IsInInitialCheckpoint_NoLandmark(TerrorNavMesh *this,TerrorNavArea *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  if (0 < *(int *)(TheNavMesh + 0x670)) {
    iVar3 = 0;
    do {
      puVar1 = *(undefined4 **)(*(int *)(TheNavMesh + 0x664) + iVar3 * 4);
      if (((puVar1 != (undefined4 *)0x0) && (*(char *)((int)puVar1 + 0x5f) == '\0')) &&
         (0 < (int)puVar1[3])) {
        if (param_1 == *(TerrorNavArea **)*puVar1) {
          return 1;
        }
        iVar2 = 0;
        do {
          iVar2 = iVar2 + 1;
          if (iVar2 == puVar1[3]) goto LAB_0086b1ec;
        } while (param_1 != (TerrorNavArea *)((int *)*puVar1)[iVar2]);
        if (iVar2 != -1) {
          return 1;
        }
      }
LAB_0086b1ec:
      iVar3 = iVar3 + 1;
    } while (iVar3 != *(int *)(TheNavMesh + 0x670));
  }
  return 0;
}

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)