L L4D2node

TerrorNavArea::UpdateBlocked

0x009853b0 · 111 bytes · __thiscall

_ZN13TerrorNavArea13UpdateBlockedEbi

Decompiled

undefined (3 params)

/* TerrorNavArea::UpdateBlocked(bool, int) */

void __thiscall TerrorNavArea::UpdateBlocked(TerrorNavArea *this,bool param_1,int param_2)

{
  char cVar1;
  
  if (((byte)this[0x12d] & 0x80) == 0) {
    CNavArea::UpdateBlocked((CNavArea *)this,param_1,param_2);
    return;
  }
  cVar1 = CDirector::IsFinale(TheDirector);
  if (cVar1 != '\0') {
    cVar1 = CDirector::IsFinaleVehicleReady(TheDirector);
    if (cVar1 != '\0') goto LAB_00985421;
  }
  if (*(char *)(TheNavMesh + 10) == '\0') {
    return;
  }
LAB_00985421:
  CNavArea::UnblockArea((CNavArea *)this);
  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)