L L4D2node

TerrorNavArea::TerrorNavArea

0x00973bb0 · 269 bytes · __thiscall

_ZN13TerrorNavAreaC1Ev

Decompiled

undefined (1 param)

/* TerrorNavArea::TerrorNavArea() */

void __thiscall TerrorNavArea::TerrorNavArea(TerrorNavArea *this)

{
  CNavArea::CNavArea((CNavArea *)this);
  *(undefined ***)this = &PTR__TerrorNavArea_00d115a8;
  *(undefined4 *)(this + 0x134) = 0;
  *(undefined4 *)(this + 0x14c) = 0xbf800000;
  *(undefined4 *)(this + 0x16c) = 0xbf800000;
  *(undefined4 *)(this + 0x138) = 0;
  *(undefined4 *)(this + 0x13c) = 0;
  *(undefined4 *)(this + 0x140) = 0;
  *(undefined ***)(this + 0x148) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined2 *)(this + 0x164) = 0xffff;
  *(undefined2 *)(this + 0x166) = 0xffff;
  *(undefined ***)(this + 0x168) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x174) = 0xffffffff;
  *(undefined4 *)(this + 300) = 0;
  *(undefined4 *)(this + 0x128) = 0;
  *(undefined4 *)(this + 0x124) = 0;
  *(undefined4 *)(this + 0x160) = 0;
  this[0x145] = (TerrorNavArea)0x0;
  *(undefined4 *)(this + 0x15c) = 0;
  this[0x7d] = (TerrorNavArea)0x0;
  this[0x7e] = (TerrorNavArea)0x0;
  *(undefined4 *)(this + 0x130) = 0;
  this[0x144] = (TerrorNavArea)0x0;
  *(undefined4 *)(this + 0x170) = 0;
  *(undefined4 *)(this + 0x178) = 0;
  *(undefined4 *)(this + 0x154) = 0;
  *(undefined4 *)(this + 0x158) = 0;
  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)