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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.