L L4D2node

TerrorNavMesh::FogPlaceToName

0x009766a0 · 35 bytes · __thiscall

_ZNK13TerrorNavMesh14FogPlaceToNameEj

Decompiled

undefined (2 params)

/* TerrorNavMesh::FogPlaceToName(unsigned int) const */

undefined4 __thiscall TerrorNavMesh::FogPlaceToName(TerrorNavMesh *this,uint param_1)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if ((param_1 != 0) && (param_1 <= *(uint *)(this + 0x658))) {
    uVar1 = *(undefined4 *)(*(int *)(this + 0x64c) + -4 + param_1 * 4);
  }
  return uVar1;
}

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)