L L4D2node

TerrorNavArea::IsBottleneck

0x00971500 · 123 bytes · __thiscall

_ZNK13TerrorNavArea12IsBottleneckEv

Decompiled

undefined (1 param)

/* TerrorNavArea::IsBottleneck() const */

bool __thiscall TerrorNavArea::IsBottleneck(TerrorNavArea *this)

{
  bool bVar1;
  
  if (**(int **)(this + 0x58) == 0) {
    bVar1 = false;
    if (((**(int **)(this + 0x60) == 0) && (0 < **(int **)(this + 0x5c))) &&
       (0 < **(int **)(this + 100))) {
      bVar1 = *(float *)(this + 0x14) - *(float *)(this + 8) < 52.499996;
    }
  }
  else {
    if (**(int **)(this + 0x58) < 1) {
      return false;
    }
    bVar1 = false;
    if (((0 < **(int **)(this + 0x60)) && (**(int **)(this + 0x5c) == 0)) &&
       (**(int **)(this + 100) == 0)) {
      return *(float *)(this + 0x10) - *(float *)(this + 4) < 52.499996;
    }
  }
  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)