L L4D2node

CEscapeRoute::AddArea

0x008ce3c0 · 266 bytes · __thiscall

_ZN12CEscapeRoute7AddAreaEP13TerrorNavArea

Decompiled

undefined (2 params)

/* CEscapeRoute::AddArea(TerrorNavArea*) */

void __thiscall CEscapeRoute::AddArea(CEscapeRoute *this,TerrorNavArea *param_1)

{
  CEscapeRoute *pCVar1;
  float local_28;
  float local_24;
  float local_20;
  
  if (0x1ff < *(int *)(this + 0x1c40)) {
    Warning("Survivor main path is too long to transmit");
    return;
  }
  *(TerrorNavArea **)(this + *(int *)(this + 0x1c40) * 4 + 0x1c48) = param_1;
  TerrorNavArea::SetSpawnAttributes(param_1,0x20000);
  if (*(CNavArea **)(this + 0x3448) != (CNavArea *)0x0) {
    CNavArea::GetClosestPointOnArea
              (*(CNavArea **)(this + 0x3448),(Vector *)(param_1 + 0x2c),(Vector *)&local_28);
    pCVar1 = this + (*(int *)(this + 0x1c40) * 3 + -3) * 4 + 0x440;
    *(float *)(this + 0x1c44) =
         SQRT((local_28 - *(float *)pCVar1) * (local_28 - *(float *)pCVar1) +
              (local_20 - *(float *)(pCVar1 + 8)) * (local_20 - *(float *)(pCVar1 + 8)) +
              (local_24 - *(float *)(pCVar1 + 4)) * (local_24 - *(float *)(pCVar1 + 4))) +
         *(float *)(this + 0x1c44);
    AddNode(this,(Vector *)&local_28,param_1);
    *(TerrorNavArea **)(this + 0x3448) = param_1;
    return;
  }
  AddNode(this,(Vector *)(param_1 + 0x2c),param_1);
  *(TerrorNavArea **)(this + 0x3448) = param_1;
  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)