L L4D2node

NextBotPlayer<CTerrorPlayer>::OnNavAreaChanged

0x00949990 · 13 bytes · __thiscall

_ZThn16424_N13NextBotPlayerI13CTerrorPlayerE16OnNavAreaChangedEP8CNavAreaS3_

Decompiled

undefined (3 params)

/* non-virtual thunk to NextBotPlayer<CTerrorPlayer>::OnNavAreaChanged(CNavArea*, CNavArea*) */

void __thiscall
NextBotPlayer<CTerrorPlayer>::OnNavAreaChanged
          (NextBotPlayer<CTerrorPlayer> *this,CNavArea *param_1,CNavArea *param_2)

{
  OnNavAreaChanged(this + -0x4028,param_1,param_2);
  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)