L L4D2node

TerrorNavArea::ScriptGetRandomAdjacentArea

0x009772a0 · 46 bytes · __thiscall

_ZN13TerrorNavArea27ScriptGetRandomAdjacentAreaEi

Decompiled

undefined (2 params)

/* TerrorNavArea::ScriptGetRandomAdjacentArea(int) */

undefined4 __thiscall TerrorNavArea::ScriptGetRandomAdjacentArea(TerrorNavArea *this,int param_1)

{
  TerrorNavArea *this_00;
  undefined4 uVar1;
  
  if (param_1 < 4) {
    this_00 = (TerrorNavArea *)CNavArea::GetRandomAdjacentArea((CNavArea *)this,param_1);
    if (this_00 != (TerrorNavArea *)0x0) {
      uVar1 = GetScriptInstance(this_00);
      return uVar1;
    }
  }
  return 0;
}

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)