L L4D2node

TerrorNavMesh::DestroyArea

0x009780f0 · 113 bytes · __thiscall

_ZNK13TerrorNavMesh11DestroyAreaEP8CNavArea

Decompiled

undefined (2 params)

/* TerrorNavMesh::DestroyArea(CNavArea*) const */

void __thiscall TerrorNavMesh::DestroyArea(TerrorNavMesh *this,CNavArea *param_1)

{
  int iVar1;
  
  TerrorNavArea::gm_wanderingPopulationRequests._12_4_ = 0;
  iVar1 = *(int *)(param_1 + 0x90);
  CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FastRemove
            ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)&TheNavAreas,iVar1);
  if (iVar1 < DAT_00fe6000) {
    *(int *)(*(int *)(TheNavAreas + iVar1 * 4) + 0x90) = iVar1;
  }
  if ((s_pPreallocatedAreaBase <= param_1) && (s_pPreallocatedAreaBase < s_pNextPreallocatedLimit))
  {
                    /* WARNING: Could not recover jumptable at 0x00978165. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (*(code *)**(undefined4 **)param_1)();
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x00978150. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 4))();
  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)