L L4D2node

TerrorNavArea::GetScriptInstance

0x00977240 · 80 bytes · __thiscall

_ZN13TerrorNavArea17GetScriptInstanceEv

Decompiled

undefined (1 param)

/* TerrorNavArea::GetScriptInstance() */

void __thiscall TerrorNavArea::GetScriptInstance(TerrorNavArea *this)

{
  code *pcVar1;
  undefined4 uVar2;
  
  if (*(int *)(this + 0x178) != 0) {
    return;
  }
  pcVar1 = *(code **)(*g_pScriptVM + 0x5c);
  uVar2 = (**(code **)(*(int *)this + 0x88))(this);
  uVar2 = (*pcVar1)(g_pScriptVM,uVar2,this);
  *(undefined4 *)(this + 0x178) = uVar2;
  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)