L L4D2node

TerrorNavMesh::RemoveNavArea

0x00985430 · 88 bytes · __thiscall

_ZN13TerrorNavMesh13RemoveNavAreaEP8CNavArea

Decompiled

undefined (2 params)

/* TerrorNavMesh::RemoveNavArea(CNavArea*) */

void __thiscall TerrorNavMesh::RemoveNavArea(TerrorNavMesh *this,CNavArea *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  CNavMesh::RemoveNavArea((CNavMesh *)this,param_1);
  if (0 < *(int *)(this + 0x670)) {
    do {
      iVar1 = iVar2 * 4;
      iVar2 = iVar2 + 1;
      Checkpoint::OnNavAreaRemoved(*(Checkpoint **)(*(int *)(this + 0x664) + iVar1),param_1);
    } while (iVar2 < *(int *)(this + 0x670));
  }
  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)