L L4D2node

Checkpoint::AddSpawnArea

0x0086b9d0 · 78 bytes · __thiscall

_ZN10Checkpoint12AddSpawnAreaEP13TerrorNavArea

Decompiled

undefined (2 params)

/* Checkpoint::AddSpawnArea(TerrorNavArea*) */

void __thiscall Checkpoint::AddSpawnArea(Checkpoint *this,TerrorNavArea *param_1)

{
  CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::InsertBefore
            ((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)(this + 0x30),
             *(int *)(this + 0x3c),&param_1);
  *(float *)(this + 0x44) =
       (*(float *)(param_1 + 0x14) - *(float *)(param_1 + 8)) *
       (*(float *)(param_1 + 0x10) - *(float *)(param_1 + 4)) + *(float *)(this + 0x44);
  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)