L L4D2node

TerrorNavMesh::OnNodeAdded

0x009765f0 · 142 bytes · __thiscall

_ZN13TerrorNavMesh11OnNodeAddedEP8CNavNode

Decompiled

undefined (2 params)

/* TerrorNavMesh::OnNodeAdded(CNavNode*) */

void __thiscall TerrorNavMesh::OnNodeAdded(TerrorNavMesh *this,CNavNode *param_1)

{
  bool local_26;
  bool local_25;
  float local_24;
  float local_20;
  undefined4 local_1c;
  float local_18;
  float local_14;
  undefined4 local_10;
  
  local_26 = false;
  local_25 = false;
  local_24 = *(float *)param_1;
  local_20 = *(float *)(param_1 + 4);
  local_1c = *(undefined4 *)(param_1 + 8);
  local_18 = local_24 + 25.0;
  local_14 = local_20 + 25.0;
  local_10 = local_1c;
  FindBreakables(this,(Extent *)&local_24,&local_25,&local_26);
  if (local_26 != false) {
    *(uint *)(param_1 + 0x5c) = *(uint *)(param_1 + 0x5c) | 0x20000;
  }
  if (local_25 != false) {
    *(uint *)(param_1 + 0x5c) = *(uint *)(param_1 + 0x5c) | 0x20000;
  }
  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)