L L4D2node

CClientPath::OnEditDestroyNotify

0x008ceef0 · 71 bytes · __thiscall

_ZN11CClientPath19OnEditDestroyNotifyEP8CNavArea

Decompiled

undefined (2 params)

/* CClientPath::OnEditDestroyNotify(CNavArea*) */

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

{
  if (*(CNavArea **)(this + 0x1044) == param_1) {
    *(undefined4 *)(this + 0x1044) = 0;
  }
  if (*(CNavArea **)(this + 0x1048) == param_1) {
    *(undefined4 *)(this + 0x1048) = 0;
  }
  if (*(CNavArea **)(this + 0x104c) != param_1) {
    return;
  }
  *(undefined4 *)(this + 0x104c) = 0;
  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)