L L4D2node

TerrorNavArea::RestoreFromSelectedSet

0x00985360 · 73 bytes · __thiscall

_ZN13TerrorNavArea22RestoreFromSelectedSetEP9KeyValues

Decompiled

undefined (2 params)

/* TerrorNavArea::RestoreFromSelectedSet(KeyValues*) */

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

{
  uint uVar1;
  
  CNavArea::RestoreFromSelectedSet((CNavArea *)this,param_1);
  *(undefined4 *)(this + 300) = 0;
  uVar1 = KeyValues::GetInt(param_1,"SpawnAttributes",0);
  *(uint *)(this + 300) = *(uint *)(this + 300) | uVar1;
  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)