L L4D2node

TerrorNavArea::ScriptIsConnectedArea

0x00981d30 · 131 bytes · __thiscall

_ZN13TerrorNavArea21ScriptIsConnectedAreaEP9HSCRIPT__i

Decompiled

undefined (3 params)

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

undefined4 __thiscall
TerrorNavArea::ScriptIsConnectedArea(TerrorNavArea *this,HSCRIPT__ *param_1,int param_2)

{
  code *pcVar1;
  int iVar2;
  undefined4 uVar3;
  TerrorNavArea *in_stack_ffffffd4;
  
  if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    if (GetScriptDesc<TerrorNavArea>(TerrorNavArea*)::bInitialized == '\0') {
      GetScriptDesc<TerrorNavArea>(in_stack_ffffffd4);
    }
    iVar2 = (*pcVar1)(g_pScriptVM,param_1,g_TerrorNavArea_ScriptDesc);
    if ((iVar2 != 0) && (param_2 < 5)) {
      uVar3 = CNavArea::IsConnected();
      return uVar3;
    }
  }
  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)