L L4D2node

TerrorNavMesh::OnServerActivate

0x00985490 · 254 bytes · __thiscall

_ZN13TerrorNavMesh16OnServerActivateEv

Decompiled

undefined (1 param)

/* TerrorNavMesh::OnServerActivate() */

void __thiscall TerrorNavMesh::OnServerActivate(TerrorNavMesh *this)

{
  *(undefined4 *)(this + 0x628) = 0;
  *(undefined4 *)(this + 0x640) = 0;
  *(undefined4 *)(this + 0x630) = 0;
  *(undefined4 *)(this + 0x5f4) = 0;
  *(undefined4 *)(this + 0x5f8) = 0;
  *(undefined4 *)(this + 0x600) = 0;
  *(undefined4 *)(this + 0x604) = 0;
  *(undefined4 *)(this + 0x608) = 0;
  this[0x60c] = (TerrorNavMesh)0x0;
  if (*(float *)(this + 0x6cc) != -1.0) {
    (**(code **)(*(int *)(this + 0x6c4) + 4))(this + 0x6c4,this + 0x6cc);
    *(undefined4 *)(this + 0x6cc) = 0xbf800000;
  }
  InitializeCheckpoints(this);
  CNavMesh::OnServerActivate();
  *(undefined4 *)(this + 0x648) = 0;
  TerrorNavArea::m_masterTerrorMark = 1;
  if (*(float *)(this + 0x6a8) != -1.0) {
    (**(code **)(*(int *)(this + 0x6a0) + 4))(this + 0x6a0,this + 0x6a8);
    *(undefined4 *)(this + 0x6a8) = 0xbf800000;
  }
  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)