L L4D2node

WitchRetreat::FindSafeArea

0x00a42050 · 133 bytes · __thiscall

_ZNK12WitchRetreat12FindSafeAreaEP8Infected

Decompiled

undefined (2 params)

/* WitchRetreat::FindSafeArea(Infected*) const */

undefined4 __thiscall WitchRetreat::FindSafeArea(WitchRetreat *this,Infected *param_1)

{
  float fVar1;
  Vector *pVVar2;
  CNavArea *pCVar3;
  Infected *local_14;
  undefined4 local_10;
  
  local_14 = param_1;
  local_10 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
  fVar1 = *(float *)(WitchMaxRetreatRange._28_4_ + 0x2c);
  pVVar2 = (Vector *)(**(code **)(*(int *)(param_1 + 0x1a3c) + 0xd4))(param_1 + 0x1a3c);
  pCVar3 = (CNavArea *)(**(code **)(*(int *)param_1 + 0x52c))(param_1);
  SearchSurroundingAreas<WitchSafeScan>(pCVar3,pVVar2,(WitchSafeScan *)&local_14,fVar1,0,-1);
  return local_10;
}

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)