L L4D2node

TerrorNavArea::OnExit

0x009713a0 · 301 bytes · __thiscall

_ZN13TerrorNavArea6OnExitEP20CBaseCombatCharacterP8CNavArea

Decompiled

undefined (3 params)

/* TerrorNavArea::OnExit(CBaseCombatCharacter*, CNavArea*) */

void __thiscall
TerrorNavArea::OnExit(TerrorNavArea *this,CBaseCombatCharacter *param_1,CNavArea *param_2)

{
  code *pcVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  CBaseCombatCharacter *pCVar6;
  
  if (param_1 != (CBaseCombatCharacter *)0x0) {
    cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    pCVar6 = (CBaseCombatCharacter *)0x0;
    if (cVar2 != '\0') {
      pCVar6 = param_1;
    }
    if ((((byte)this[0x12d] & 8) != 0) &&
       ((param_2 == (CNavArea *)0x0 || (((byte)param_2[0x12d] & 8) == 0)))) {
      piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"player_left_checkpoint",0,0);
      if (piVar3 != (int *)0x0) {
        if (pCVar6 == (CBaseCombatCharacter *)0x0) {
          if (*(int *)(param_1 + 0x30) == 0) {
            iVar5 = 0;
          }
          else {
            iVar5 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
          }
          (**(code **)(*piVar3 + 0x30))(piVar3,"entityid",iVar5);
        }
        else {
          pcVar1 = *(code **)(*piVar3 + 0x30);
          uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(pCVar6 + 0x30));
          (*pcVar1)(piVar3,"userid",uVar4);
        }
        (**(code **)(*piVar3 + 0x30))(piVar3,"area",*(undefined4 *)(this + 0x8c));
                    /* WARNING: Could not recover jumptable at 0x00971490. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*gameeventmanager + 0x20))();
        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)