L L4D2node

CTerrorPlayer::OnNavAreaRemoved

0x009b2020 · 215 bytes · __thiscall

_ZN13CTerrorPlayer16OnNavAreaRemovedEP8CNavArea

Decompiled

undefined (2 params)

/* CTerrorPlayer::OnNavAreaRemoved(CNavArea*) */

void __thiscall CTerrorPlayer::OnNavAreaRemoved(CTerrorPlayer *this,CNavArea *param_1)

{
  char cVar1;
  undefined4 uVar2;
  
  CBaseCombatCharacter::OnNavAreaRemoved((CBaseCombatCharacter *)this,param_1);
  if ((*(CNavArea **)(this + 0x30fc) == param_1) || (param_1 == *(CNavArea **)(this + 0x3100))) {
    *(undefined4 *)(this + 0x3100) = 0;
    *(undefined4 *)(this + 0x30fc) = 0;
  }
  cVar1 = CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FindAndRemove
                    ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x30e8),&param_1);
  if ((cVar1 == '\0') || (*(int *)(nav_edit._28_4_ + 0x30) == 0)) {
    if (*(CNavArea **)(this + 0x30d8) != param_1) goto LAB_009b207c;
  }
  else {
    uVar2 = (**(code **)(*(int *)this + 0xb8))(this);
    DevMsg("Removed area %d from %s\'s active area set\n",*(undefined4 *)(param_1 + 0x8c),uVar2);
    if (*(CNavArea **)(this + 0x30d8) != param_1) goto LAB_009b207c;
  }
  *(undefined4 *)(this + 0x30d8) = 0;
LAB_009b207c:
  if (param_1 == *(CNavArea **)(this + 0x3a64)) {
    *(undefined4 *)(this + 0x3a64) = 0;
    return;
  }
  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)