L L4D2node

SurvivorBot::IsReachable

0x0093c6c0 · 224 bytes · __thiscall

_ZNK11SurvivorBot11IsReachableEP8CNavAreaS1_

Decompiled

undefined (3 params)

/* SurvivorBot::IsReachable(CNavArea*, CNavArea*) const */

bool __thiscall SurvivorBot::IsReachable(SurvivorBot *this,CNavArea *param_1,CNavArea *param_2)

{
  bool bVar1;
  int iVar2;
  CNavArea *pCVar3;
  undefined **local_2c;
  SurvivorBot *local_28;
  undefined4 local_24;
  undefined1 local_20;
  undefined1 local_1f;
  
  iVar2 = QueryReachableCache(this,param_1,param_2);
  bVar1 = true;
  if ((iVar2 != 0) && (bVar1 = false, iVar2 != 1)) {
    local_28 = this + 0x4028;
    local_2c = &PTR_operator___00d09770;
    local_24 = (**(code **)(*(int *)(this + 0x4028) + 0xc0))(local_28);
    local_20 = 0;
    local_1f = 1;
    pCVar3 = param_2;
    bVar1 = NavAreaBuildPath<SurvivorBotPathCost>
                      (param_1,param_2,(Vector *)0x0,(Vector *)0x0,(SurvivorBotPathCost *)&local_2c,
                       (CNavArea **)0x0,0.0,-1,false);
    if ((param_1 != (CNavArea *)0x0) && (param_2 != (CNavArea *)0x0)) {
      CacheReachability(param_1,param_2,0,bVar1,(float)pCVar3);
    }
    return bVar1;
  }
  return bVar1;
}

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)