L L4D2node

TerrorNavMesh::OnAreaUnblocked

0x00985ac0 · 207 bytes · __thiscall

_ZN13TerrorNavMesh15OnAreaUnblockedEP8CNavAreab

Decompiled

undefined (3 params)

/* TerrorNavMesh::OnAreaUnblocked(CNavArea*, bool) */

void __thiscall TerrorNavMesh::OnAreaUnblocked(TerrorNavMesh *this,CNavArea *param_1,bool param_2)

{
  longdouble lVar1;
  uint uVar2;
  
  uVar2 = (uint)param_2;
  CNavMesh::OnAreaUnblocked((CNavArea *)this,SUB41(param_1,0));
  if (((param_2) || (*(int *)(nav_recompute_flow_optimization._28_4_ + 0x30) == 0)) &&
     (*(float *)(this + 0x6cc) <= 0.0)) {
    lVar1 = (longdouble)CountdownTimer::Now();
    if ((float)lVar1 + 3.0 != *(float *)(this + 0x6cc)) {
      (**(code **)(*(int *)(this + 0x6c4) + 4))(this + 0x6c4,this + 0x6cc,uVar2);
      *(float *)(this + 0x6cc) = (float)lVar1 + 3.0;
    }
    if (*(float *)(this + 0x6c8) != 3.0) {
      (**(code **)(*(int *)(this + 0x6c4) + 4))(this + 0x6c4,this + 0x6c8);
      *(undefined4 *)(this + 0x6c8) = 0x40400000;
    }
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)