L L4D2node

TerrorNavArea::MarkAreaNotCleared

0x009730b0 · 154 bytes · __thiscall

_ZN13TerrorNavArea18MarkAreaNotClearedEv

Decompiled

undefined (1 param)

/* TerrorNavArea::MarkAreaNotCleared() */

void __thiscall TerrorNavArea::MarkAreaNotCleared(TerrorNavArea *this)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)IntervalTimer::Now();
  if ((float)lVar1 != *(float *)(this + 0x16c)) {
    (**(code **)(*(int *)(this + 0x168) + 4))(this + 0x168,this + 0x16c);
    *(float *)(this + 0x16c) = (float)lVar1;
  }
  if (*(float *)(this + 0x14c) != -1.0) {
    (**(code **)(*(int *)(this + 0x148) + 4))(this + 0x148,this + 0x14c);
    *(undefined4 *)(this + 0x14c) = 0xbf800000;
  }
  this[0x145] = (TerrorNavArea)0x0;
  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)