L L4D2node

CEscapeRoute::FinishPath

0x008ce4e0 · 74 bytes · __thiscall

_ZN12CEscapeRoute10FinishPathEv

Decompiled

undefined (1 param)

/* CEscapeRoute::FinishPath() */

void __thiscall CEscapeRoute::FinishPath(CEscapeRoute *this)

{
  TerrorNavArea *pTVar1;
  
  if (*(int *)(this + 0x1c40) < 0x200) {
    pTVar1 = *(TerrorNavArea **)(this + 0x3448);
    if (pTVar1 != (TerrorNavArea *)0x0) {
      *(TerrorNavArea **)(this + *(int *)(this + 0x1c40) * 4 + 0x1c48) = pTVar1;
      AddNode(this,(Vector *)(pTVar1 + 0x2c),pTVar1);
    }
    return;
  }
  Warning();
  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)