L L4D2node

CClientPath::AddArea

0x008cee00 · 142 bytes · __thiscall

_ZN11CClientPath7AddAreaEP13TerrorNavArea

Decompiled

undefined (2 params)

/* CClientPath::AddArea(TerrorNavArea*) */

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

{
  TerrorNavArea local_28 [24];
  
  if (0xff < *(int *)(this + 0x1040)) {
    Warning("path is too long to transmit");
    return;
  }
  if (*(CNavArea **)(this + 0x1044) != (CNavArea *)0x0) {
    CNavArea::GetClosestPointOnArea
              (*(CNavArea **)(this + 0x1044),(Vector *)(param_1 + 0x2c),(Vector *)local_28);
    AddNode((Vector *)this,local_28);
    *(TerrorNavArea **)(this + 0x1044) = param_1;
    return;
  }
  AddNode((Vector *)this,param_1 + 0x2c);
  *(TerrorNavArea **)(this + 0x1044) = 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)