L L4D2node

TerrorNavMesh::PreLoadAreas

0x00971590 · 89 bytes · __thiscall

_ZN13TerrorNavMesh12PreLoadAreasEi

Decompiled

undefined (2 params)

/* TerrorNavMesh::PreLoadAreas(int) */

void __thiscall TerrorNavMesh::PreLoadAreas(TerrorNavMesh *this,int param_1)

{
  int iVar1;
  
  iVar1 = (**(code **)(*engine + 0x218))(engine,param_1 * 0x180 + 0x80,"navareas");
  s_pNextPreallocatedArea = iVar1 + 0x7fU & 0xffffff80;
  s_pNextPreallocatedLimit = s_pNextPreallocatedArea + param_1 * 0x180;
  s_pPreallocatedAreaBase = s_pNextPreallocatedArea;
  this[0x60d] = (TerrorNavMesh)0x0;
  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)