L L4D2node

CEscapeRoute::OnEditDestroyNotify

0x008ce930 · 64 bytes · __thiscall

_ZN12CEscapeRoute19OnEditDestroyNotifyEP8CNavArea

Decompiled

undefined (2 params)

/* CEscapeRoute::OnEditDestroyNotify(CNavArea*) */

void __thiscall CEscapeRoute::OnEditDestroyNotify(CEscapeRoute *this,CNavArea *param_1)

{
  int iVar1;
  
  iVar1 = *(int *)(this + 0x1c40) + -1;
  if (-1 < iVar1) {
    do {
      while (*(CNavArea **)(this + iVar1 * 4 + 0x1c48) != param_1) {
        iVar1 = iVar1 + -1;
        if (iVar1 == -1) {
          return;
        }
      }
      *(undefined4 *)(this + iVar1 * 4 + 0x1c48) = 0;
      iVar1 = iVar1 + -1;
    } while (iVar1 != -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)