L L4D2node

DirectChasePath::ComputeAreaCrossing

0x00951c10 · 84 bytes · __thiscall

_ZNK15DirectChasePath19ComputeAreaCrossingEP8INextBotPK8CNavAreaRK6VectorS4_10NavDirTypePS5_

Decompiled

undefined (7 params)

/* DirectChasePath::ComputeAreaCrossing(INextBot*, CNavArea const*, Vector const&, CNavArea const*,
   NavDirType, Vector*) const */

void __thiscall
DirectChasePath::ComputeAreaCrossing
          (undefined4 this,undefined4 param_1,CNavArea *param_2,undefined4 param_3,
          undefined4 param_4,undefined4 param_6,undefined4 *param_7)

{
  undefined1 local_1c [4];
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  CNavArea::ComputePortal(param_2,param_4,param_6,&local_18,local_1c);
  *param_7 = local_18;
  param_7[1] = local_14;
  param_7[2] = local_10;
  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)