L L4D2node

TerrorNavMesh::LoadFogPlaceDatabase

0x00976780 · 81 bytes · __thiscall

_ZN13TerrorNavMesh20LoadFogPlaceDatabaseEv

Decompiled

undefined (1 param)

/* TerrorNavMesh::LoadFogPlaceDatabase() */

void __thiscall TerrorNavMesh::LoadFogPlaceDatabase(TerrorNavMesh *this)

{
  void *pvVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x658)) {
    do {
      pvVar1 = *(void **)(*(int *)(this + 0x64c) + iVar2 * 4);
      if (pvVar1 != (void *)0x0) {
        operator_delete__(pvVar1);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x658));
  }
  *(undefined4 *)(this + 0x658) = 0;
  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)