L L4D2node

TerrorNavMesh::CreateArea

0x00973cc0 · 87 bytes · __cdecl

_ZNK13TerrorNavMesh10CreateAreaEv

Decompiled

undefined (0 params)

/* TerrorNavMesh::CreateArea() const */

TerrorNavArea * TerrorNavMesh::CreateArea(void)

{
  TerrorNavArea *pTVar1;
  TerrorNavArea *pTVar2;
  TerrorNavArea *pTVar3;
  bool bVar4;
  
  pTVar3 = s_pNextPreallocatedArea;
  if (s_pNextPreallocatedArea < s_pNextPreallocatedLimit) {
    pTVar1 = s_pNextPreallocatedArea + 0x180;
    bVar4 = s_pNextPreallocatedArea != (TerrorNavArea *)0x0;
    pTVar2 = (TerrorNavArea *)0x0;
    s_pNextPreallocatedArea = pTVar1;
    if (bVar4) {
      TerrorNavArea::TerrorNavArea(pTVar3);
      pTVar2 = pTVar3;
    }
    return pTVar2;
  }
  pTVar3 = ::operator_new(0x180);
                    /* try { // try from 00973d11 to 00973d15 has its CatchHandler @ 00973d1f */
  TerrorNavArea::TerrorNavArea(pTVar3);
  return pTVar3;
}

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)