L L4D2node

TerrorNavArea::ScriptIsCleared

0x00975900 · 117 bytes · __thiscall

_ZN13TerrorNavArea15ScriptIsClearedEP9HSCRIPT__

Decompiled

undefined (2 params)

/* TerrorNavArea::ScriptIsCleared(HSCRIPT__*) */

void __thiscall TerrorNavArea::ScriptIsCleared(TerrorNavArea *this,HSCRIPT__ *param_1)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  CTerrorPlayer *pCVar4;
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
    if (iVar3 != 0) {
      pCVar4 = (CTerrorPlayer *)
               __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CTerrorPlayer::typeinfo,0);
      goto LAB_0097595f;
    }
  }
  pCVar4 = (CTerrorPlayer *)0x0;
LAB_0097595f:
  IsCleared(this,pCVar4);
  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)