L L4D2node

TerrorNavArea::SaveToSelectedSet

0x00985320 · 59 bytes · __thiscall

_ZNK13TerrorNavArea17SaveToSelectedSetEP9KeyValues

Decompiled

undefined (2 params)

/* TerrorNavArea::SaveToSelectedSet(KeyValues*) const */

void __thiscall TerrorNavArea::SaveToSelectedSet(TerrorNavArea *this,KeyValues *param_1)

{
  CNavArea::SaveToSelectedSet((CNavArea *)this,param_1);
  KeyValues::SetInt(param_1,"SpawnAttributes",*(int *)(this + 300));
  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)