L L4D2node

TerrorNavArea::ScriptConnectToArea

0x009819f0 · 175 bytes · __thiscall

_ZN13TerrorNavArea19ScriptConnectToAreaEP9HSCRIPT__i

Decompiled

undefined (3 params)

/* TerrorNavArea::ScriptConnectToArea(HSCRIPT__*, int) */

void __thiscall
TerrorNavArea::ScriptConnectToArea(TerrorNavArea *this,HSCRIPT__ *param_1,int param_2)

{
  code *pcVar1;
  CNavArea *pCVar2;
  int iVar3;
  TerrorNavArea *in_stack_ffffffc4;
  float local_2c;
  Vector local_28 [24];
  
  if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    if (GetScriptDesc<TerrorNavArea>(TerrorNavArea*)::bInitialized == '\0') {
      GetScriptDesc<TerrorNavArea>(in_stack_ffffffc4);
    }
    pCVar2 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_1,g_TerrorNavArea_ScriptDesc);
    if ((pCVar2 != (CNavArea *)0x0) && (param_2 < 4)) {
      if (param_2 == -1) {
        iVar3 = CNavArea::ComputeLargestPortal((CNavArea *)this,pCVar2,local_28,&local_2c);
        if (iVar3 != 4) {
          CNavArea::ConnectTo((CNavArea *)this,pCVar2,iVar3);
          return;
        }
      }
      else {
        CNavArea::ConnectTo((CNavArea *)this,pCVar2,param_2);
      }
    }
  }
  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)