L L4D2node

Checkpoint::OnNavAreaRemoved

0x0086b2b0 · 59 bytes · __thiscall

_ZN10Checkpoint16OnNavAreaRemovedEP8CNavArea

Decompiled

undefined (2 params)

/* Checkpoint::OnNavAreaRemoved(CNavArea*) */

void __thiscall Checkpoint::OnNavAreaRemoved(Checkpoint *this,CNavArea *param_1)

{
  CNavArea *local_20 [4];
  
  local_20[0] = param_1;
  CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::FindAndFastRemove
            ((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)this,
             (TerrorNavArea **)local_20);
  local_20[0] = param_1;
  CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::FindAndFastRemove
            ((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)(this + 0x30),
             (TerrorNavArea **)local_20);
  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)