L L4D2node

TerrorNavArea::ScriptComputeDirection

0x00971f60 · 46 bytes · __thiscall

_ZNK13TerrorNavArea22ScriptComputeDirectionERK6Vector

Decompiled

undefined (2 params)

/* TerrorNavArea::ScriptComputeDirection(Vector const&) const */

void __thiscall TerrorNavArea::ScriptComputeDirection(TerrorNavArea *this,Vector *param_1)

{
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_18 = *(undefined4 *)param_1;
  local_14 = *(undefined4 *)(param_1 + 4);
  local_10 = *(undefined4 *)(param_1 + 8);
  CNavArea::ComputeDirection((CNavArea *)this,(Vector *)&local_18);
  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)