L L4D2node

CDirector::OnPlayerNavAreaChanged

0x00874a30 · 263 bytes · __cdecl

_ZN9CDirector22OnPlayerNavAreaChangedEP13CTerrorPlayerP8CNavAreaS3_

Decompiled

undefined (3 params)

/* CDirector::OnPlayerNavAreaChanged(CTerrorPlayer*, CNavArea*, CNavArea*) */

void CDirector::OnPlayerNavAreaChanged(CTerrorPlayer *param_1,CNavArea *param_2,CNavArea *param_3)

{
  char cVar1;
  longdouble lVar2;
  
  if (param_2 != (CNavArea *)0x0) {
    cVar1 = (**(code **)(*(int *)param_2 + 300))(param_2);
    if (cVar1 != '\0') {
      lVar2 = (longdouble)CountdownTimer::Now();
      if (*(float *)(param_1 + 600) <= (float)lVar2) {
        lVar2 = (longdouble)CountdownTimer::Now();
        if ((float)lVar2 + 2.0 != *(float *)(param_1 + 600)) {
          (**(code **)(*(int *)(param_1 + 0x250) + 4))(param_1 + 0x250,param_1 + 600);
          *(float *)(param_1 + 600) = (float)lVar2 + 2.0;
        }
        if (*(float *)(param_1 + 0x254) != 2.0) {
          (**(code **)(*(int *)(param_1 + 0x250) + 4))(param_1 + 0x250,param_1 + 0x254);
          *(undefined4 *)(param_1 + 0x254) = 0x40000000;
        }
        (**(code **)(*(int *)param_1 + 0x6c))(param_1);
      }
      ZombieManager::OnPlayerNavAreaChanged(TheZombieManager,param_2,param_3);
      return;
    }
  }
  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)