L L4D2node

TerrorNavMesh::CollectBoundaryAreas

0x00982550 · 280 bytes · __thiscall

_ZN13TerrorNavMesh20CollectBoundaryAreasEv

Decompiled

undefined (1 param)

/* TerrorNavMesh::CollectBoundaryAreas() */

void __thiscall TerrorNavMesh::CollectBoundaryAreas(TerrorNavMesh *this)

{
  CNavArea *pCVar1;
  int iVar2;
  TerrorNavArea *local_20 [4];
  
  iVar2 = DAT_00fe6000;
  *(undefined4 *)(this + 0x628) = 0;
  *(undefined4 *)(this + 0x630) = 0;
  *(undefined4 *)(this + 0x640) = 0;
  if (0 < iVar2) {
    iVar2 = 0;
    do {
      while( true ) {
        local_20[0] = *(TerrorNavArea **)(TheNavAreas + iVar2 * 4);
        *(undefined4 *)(local_20[0] + 0x150) = 0xbf800000;
        if (((byte)local_20[0][0x12d] & 4) == 0) break;
        iVar2 = iVar2 + 1;
        CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::InsertBefore
                  ((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)(this + 0x61c),
                   *(int *)(this + 0x628),local_20);
        CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::InsertBefore
                  ((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)(this + 0x634),
                   *(int *)(this + 0x640),local_20);
        if (DAT_00fe6000 <= iVar2) goto LAB_00982609;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < DAT_00fe6000);
LAB_00982609:
    if (0 < *(int *)(this + 0x628)) {
      iVar2 = 0;
      do {
        pCVar1 = *(CNavArea **)(*(int *)(this + 0x61c) + iVar2 * 4);
        iVar2 = iVar2 + 1;
        SearchSurroundingAreas<BoundaryDistanceScan>
                  (pCVar1,(Vector *)(pCVar1 + 0x2c),(BoundaryDistanceScan *)local_20,
                   *(float *)(ZombieBoundaryMaxRange._28_4_ + 0x2c),0,-1);
      } while (iVar2 < *(int *)(this + 0x628));
    }
  }
  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)