L L4D2node

TerrorNavMesh::NameToFogPlace

0x009766d0 · 107 bytes · __thiscall

_ZNK13TerrorNavMesh14NameToFogPlaceEPKc

Decompiled

undefined (2 params)

/* TerrorNavMesh::NameToFogPlace(char const*) const */

int __thiscall TerrorNavMesh::NameToFogPlace(TerrorNavMesh *this,char *param_1)

{
  int iVar1;
  char *pcVar2;
  uint uVar3;
  
  if (*(int *)(this + 0x658) == 0) {
    return 0;
  }
  uVar3 = 0;
  pcVar2 = (char *)**(int **)(this + 0x64c);
  iVar1 = 1;
  if (pcVar2 != param_1) {
    do {
      iVar1 = _V_stricmp(pcVar2,param_1);
      if (iVar1 == 0) break;
      uVar3 = uVar3 + 1;
      if (*(uint *)(this + 0x658) <= uVar3) {
        return 0;
      }
      pcVar2 = *(char **)(*(int *)(this + 0x64c) + uVar3 * 4);
    } while (pcVar2 != param_1);
    iVar1 = uVar3 + 1;
  }
  return iVar1;
}

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)