L L4D2node

CDirector::FindIngressAreas

0x0088b0b0 · 195 bytes · __thiscall

_ZN9CDirector16FindIngressAreasERK6Vectorff

Decompiled

undefined (4 params)

/* CDirector::FindIngressAreas(Vector const&, float, float) */

CDirector * __thiscall
CDirector::FindIngressAreas(CDirector *this,Vector *param_1,float param_2,float param_3)

{
  CNavMesh *this_00;
  CNavArea *pCVar1;
  CDirector *local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  float local_14;
  float local_10;
  
  this_00 = TheNavMesh;
  *(undefined4 *)(this + 0x1b4) = 0;
  pCVar1 = (CNavArea *)CNavMesh::GetNearestNavArea(this_00,param_1,false,10000.0,false,true,false);
  if (pCVar1 != (CNavArea *)0x0) {
    local_20 = *(undefined4 *)param_1;
    local_1c = *(undefined4 *)(param_1 + 4);
    local_10 = param_3;
    local_18 = *(undefined4 *)(param_1 + 8);
    local_14 = param_2;
    local_24 = this + 0x1a8;
    SearchSurroundingAreas<IngressScan>(pCVar1,param_1,(IngressScan *)&local_24,param_3,1,-1);
  }
  return this + 0x1a8;
}

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)