L L4D2node

SurvivorBehavior::OnNavAreaChanged

0x009274a0 · 310 bytes · __cdecl

_ZN16SurvivorBehavior16OnNavAreaChangedEP11SurvivorBotP8CNavAreaS3_

Decompiled

undefined (3 params)

/* SurvivorBehavior::OnNavAreaChanged(SurvivorBot*, CNavArea*, CNavArea*) */

SurvivorBot *
SurvivorBehavior::OnNavAreaChanged(SurvivorBot *param_1,CNavArea *param_2,CNavArea *param_3)

{
  float fVar1;
  int iVar2;
  int *piVar3;
  undefined4 *puVar4;
  longdouble lVar5;
  TerrorNavArea *in_stack_00000014;
  
  if (in_stack_00000014 != (TerrorNavArea *)0x0) {
    iVar2 = TerrorNavArea::GetDoor(in_stack_00000014);
    if (iVar2 != 0) {
      iVar2 = SurvivorBot::GetTeamSituation((SurvivorBot *)param_3);
      if (*(float *)(in_stack_00000014 + 0x154) <= *(float *)(iVar2 + 0x68)) {
        iVar2 = TerrorNavArea::GetDoor(in_stack_00000014);
        if (iVar2 != 0) {
          piVar3 = (int *)__dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CBasePropDoor::typeinfo,0);
          if (piVar3 != (int *)0x0) {
            lVar5 = (longdouble)RandomFloat(0x3f000000,0x3f333333);
            fVar1 = (float)lVar5;
            lVar5 = (longdouble)CountdownTimer::Now();
            if ((float)lVar5 + fVar1 != *(float *)(param_2 + 0x7c)) {
              (**(code **)(*(int *)(param_2 + 0x74) + 4))(param_2 + 0x74,param_2 + 0x7c);
              *(float *)(param_2 + 0x7c) = (float)lVar5 + fVar1;
            }
            if (fVar1 != *(float *)(param_2 + 0x78)) {
              (**(code **)(*(int *)(param_2 + 0x74) + 4))(param_2 + 0x74,param_2 + 0x78);
              *(float *)(param_2 + 0x78) = fVar1;
            }
            puVar4 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
            *(undefined4 *)(param_2 + 0x70) = *puVar4;
          }
        }
      }
    }
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  return param_1;
}

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)