L L4D2node

SurvivorBot::CacheReachability

0x00939b40 · 45 bytes · __cdecl

_ZNK11SurvivorBot17CacheReachabilityEP8CNavAreaS1_ibf

Decompiled

undefined (5 params)

/* SurvivorBot::CacheReachability(CNavArea*, CNavArea*, int, bool, float) const */

void SurvivorBot::CacheReachability
               (CNavArea *param_1,CNavArea *param_2,int param_3,bool param_4,float param_5)

{
  undefined3 in_stack_00000011;
  
  if ((param_2 != (CNavArea *)0x0) && (param_3 != 0)) {
    param_1._0_1_ = SUB41(param_5,0);
    CacheReachability(param_2,(CNavArea *)param_3,_param_4,param_1._0_1_,(float)param_2);
    return;
  }
  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)