L L4D2node

TerrorNavArea::IsCleared

0x00975860 · 105 bytes · __thiscall

_ZNK13TerrorNavArea9IsClearedEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* TerrorNavArea::IsCleared(CTerrorPlayer*) const */

uint __thiscall TerrorNavArea::IsCleared(TerrorNavArea *this,CTerrorPlayer *param_1)

{
  int iVar1;
  
  if ((*(uint *)(this + 300) & 0x880) != 0) {
    return 1;
  }
  if ((*(uint *)(this + 300) & 0x400) == 0) {
    if (param_1 == (CTerrorPlayer *)0x0) {
      return (uint)(this[0x145] != (TerrorNavArea)0x0);
    }
    iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if ((iVar1 == 2) && (*(uint *)(param_1 + 0x2ba0) < 4)) {
      return (int)(uint)(byte)this[0x145] >> ((byte)*(uint *)(param_1 + 0x2ba0) & 0x1f) & 1;
    }
  }
  return 0;
}

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)