L L4D2node

TerrorNavArea::IsValidForWanderingPopulation

0x00972730 · 88 bytes · __thiscall

_ZNK13TerrorNavArea29IsValidForWanderingPopulationEv

Decompiled

undefined (1 param)

/* TerrorNavArea::IsValidForWanderingPopulation() const */

bool __thiscall TerrorNavArea::IsValidForWanderingPopulation(TerrorNavArea *this)

{
  char cVar1;
  
  if ((((((byte)this[0x54] & 3) == 0) &&
       (cVar1 = CNavArea::IsBlocked((CNavArea *)this,3,false), cVar1 == '\0')) &&
      ((*(uint *)(this + 300) & 0x10882) == 0)) &&
     (0.0 < *(float *)(this + 0x158) || *(float *)(this + 0x158) == 0.0)) {
    return (*(uint *)(this + 0x54) & 0x30000) == 0;
  }
  return false;
}

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)