L L4D2node

TerrorNavArea::OnDestroyNotify

0x00985130 · 296 bytes · __thiscall

_ZN13TerrorNavArea15OnDestroyNotifyEP8CNavArea

Decompiled

undefined (2 params)

/* TerrorNavArea::OnDestroyNotify(CNavArea*) */

void __thiscall TerrorNavArea::OnDestroyNotify(TerrorNavArea *this,CNavArea *param_1)

{
  int iVar1;
  ushort *puVar2;
  CNavArea *pCVar3;
  int iVar4;
  int iVar5;
  
  CNavArea::OnDestroyNotify((CNavArea *)this,param_1);
  if (*(int *)(TheNavMesh + 0x528) != 0) {
    return;
  }
  if (((uint)param_1 & 3) != 0) {
    Error("Bad nav area pointer");
  }
  iVar1 = *(int *)(this + 0x13c);
  if (iVar1 < 1) {
LAB_009851bb:
    pCVar3 = *(CNavArea **)(this + 0x130);
  }
  else {
    puVar2 = *(ushort **)(this + 0x134);
    iVar5 = *(int *)(TheNavAreas + (*(ushort *)(param_1 + 0x90) & 0x3fff) * 4);
    iVar4 = 0;
    if (*(int *)(TheNavAreas + ((int)(uint)*puVar2 >> 2) * 4) != iVar5) {
      do {
        iVar4 = iVar4 + 1;
        if (iVar4 == iVar1) goto LAB_009851bb;
      } while (*(int *)(TheNavAreas + ((int)(uint)puVar2[iVar4] >> 2) * 4) != iVar5);
      if (iVar4 == -1) goto LAB_009851bb;
    }
    iVar5 = (iVar1 - iVar4) + -1;
    if (iVar5 < 1) {
      *(int *)(this + 0x13c) = iVar1 + -1;
    }
    else {
      _V_memmove(puVar2 + iVar4,puVar2 + iVar4 + 1,iVar5 * 2);
      *(int *)(this + 0x13c) = *(int *)(this + 0x13c) + -1;
    }
    pCVar3 = *(CNavArea **)(this + 0x130);
  }
  if (param_1 != pCVar3) {
    return;
  }
  *(undefined4 *)(this + 0x130) = 0;
  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)