L L4D2node

CTerrorPlayer::IsAreaTraversable

0x009de130 · 132 bytes · __thiscall

_ZNK13CTerrorPlayer17IsAreaTraversableEPK8CNavArea

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsAreaTraversable(CNavArea const*) const */

undefined1 __thiscall CTerrorPlayer::IsAreaTraversable(CTerrorPlayer *this,CNavArea *param_1)

{
  char cVar1;
  undefined1 uVar2;
  int iVar3;
  
  if (param_1 == (CNavArea *)0x0) {
    return false;
  }
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar1 = IsASurvivorTeam(iVar3);
  if (cVar1 == '\0') {
    iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if ((iVar3 == 3) && (((byte)param_1[0x56] & 1) != 0)) {
      iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
      if (iVar3 == 3) {
        iVar3 = (**(code **)(*(int *)this + 0x544))(this);
        return iVar3 == 8;
      }
      return false;
    }
  }
  else if ((*(uint *)(param_1 + 0x54) & 0x30000) != 0) {
    return false;
  }
  uVar2 = CBaseCombatCharacter::IsAreaTraversable((CBaseCombatCharacter *)this,param_1);
  return uVar2;
}

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)