L L4D2node

TerrorNavArea::OnLeaveActiveSet

0x00972530 · 47 bytes · __thiscall

_ZN13TerrorNavArea16OnLeaveActiveSetE21SurvivorCharacterType

Decompiled

undefined (2 params)

/* TerrorNavArea::OnLeaveActiveSet(SurvivorCharacterType) */

void __thiscall TerrorNavArea::OnLeaveActiveSet(TerrorNavArea *param_1,byte param_2)

{
  TerrorNavArea *pTVar1;
  
  pTVar1 = param_1 + 0x15c;
  *(uint *)pTVar1 =
       *(uint *)pTVar1 & (-2 << (param_2 & 0x1f) | 0xfffffffeU >> 0x20 - (param_2 & 0x1f));
  if ((*(uint *)pTVar1 == 0) && (TheZombieManager != (ZombieManager *)0x0)) {
    ZombieManager::OnNavAreaVacated(TheZombieManager,param_1);
    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)