L L4D2node

SurvivorEscapeFlames::FindSafeArea

0x0092c3b0 · 113 bytes · __thiscall

_ZN20SurvivorEscapeFlames12FindSafeAreaEP11SurvivorBot

Decompiled

undefined (2 params)

/* SurvivorEscapeFlames::FindSafeArea(SurvivorBot*) */

undefined4 __thiscall
SurvivorEscapeFlames::FindSafeArea(SurvivorEscapeFlames *this,SurvivorBot *param_1)

{
  CNavArea *pCVar1;
  SurvivorBot *local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_14 = 0;
  local_10 = 0x7f7fffff;
  local_18 = param_1;
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
  }
  pCVar1 = (CNavArea *)(**(code **)(*(int *)param_1 + 0x52c))(param_1);
  SearchSurroundingAreas<EscapeFlamesScan>
            (pCVar1,(Vector *)(param_1 + 0x2e0),(EscapeFlamesScan *)&local_18,1000.0,0,-1);
  return local_14;
}

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)