L L4D2node

TerrorNavArea::ScriptMarkAsBlocked

0x00971e30 · 49 bytes · __thiscall

_ZN13TerrorNavArea19ScriptMarkAsBlockedEi

Decompiled

undefined (2 params)

/* TerrorNavArea::ScriptMarkAsBlocked(int) */

void __thiscall TerrorNavArea::ScriptMarkAsBlocked(TerrorNavArea *this,int param_1)

{
  *(uint *)(this + 0x54) = *(uint *)(this + 0x54) | 0x80000000;
  CNavArea::MarkAsBlocked((CNavArea *)this,param_1,(CBaseEntity *)0x0,true);
  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)