L L4D2node

SurvivorBot::IsReachable

0x0093c8d0 · 118 bytes · __thiscall

_ZNK11SurvivorBot11IsReachableEP11CBaseEntity

Decompiled

undefined (2 params)

/* SurvivorBot::IsReachable(CBaseEntity*) const */

void __thiscall SurvivorBot::IsReachable(SurvivorBot *this,CBaseEntity *param_1)

{
  Vector *pVVar1;
  CNavArea *pCVar2;
  CNavArea *pCVar3;
  
  pVVar1 = (Vector *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
  pCVar2 = (CNavArea *)CNavMesh::GetNearestNavArea(TheNavMesh,pVVar1,true,200.0,true,false,false);
  pCVar3 = (CNavArea *)(**(code **)(*(int *)this + 0x52c))(this);
  IsReachable(this,pCVar3,pCVar2);
  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)