L L4D2node

IsAreaConnectedToNonCheckpointArea

0x00900cd0 · 81 bytes · __cdecl

_Z34IsAreaConnectedToNonCheckpointAreaP13TerrorNavArea

Decompiled

undefined (1 param)

/* IsAreaConnectedToNonCheckpointArea(TerrorNavArea*) */

undefined4 IsAreaConnectedToNonCheckpointArea(TerrorNavArea *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  TerrorNavArea *pTVar4;
  int iVar5;
  
  iVar5 = 4;
  pTVar4 = param_1 + 0x58;
  do {
    if (pTVar4 != (TerrorNavArea *)0x0) {
      iVar1 = **(int **)pTVar4;
      if (0 < iVar1) {
        iVar3 = 0;
        do {
          iVar2 = (*(int **)pTVar4)[iVar3 * 2 + 1];
          if ((iVar2 != 0) && ((*(byte *)(iVar2 + 0x12d) & 8) == 0)) {
            return 1;
          }
          iVar3 = iVar3 + 1;
        } while (iVar3 != iVar1);
      }
    }
    pTVar4 = pTVar4 + 4;
    iVar5 = iVar5 + -1;
    if (iVar5 == 0) {
      return 0;
    }
  } while( true );
}

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)