L L4D2node

ZombieBotLocomotion::IsAreaTraversable

0x00a51580 · 120 bytes · __thiscall

_ZNK19ZombieBotLocomotion17IsAreaTraversableEPK8CNavArea

Decompiled

undefined (2 params)

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

undefined4 __thiscall
ZombieBotLocomotion::IsAreaTraversable(ZombieBotLocomotion *this,CNavArea *param_1)

{
  char cVar1;
  int *piVar2;
  undefined4 uVar3;
  
  if ((((byte)param_1[0x56] & 1) == 0) &&
     (cVar1 = CNavArea::IsBlocked(param_1,3,false), cVar1 == '\0')) {
    if (((byte)param_1[0x56] & 2) == 0) {
      return 1;
    }
    piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    piVar2 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
    if (piVar2 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00a515f9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar3 = (**(code **)(*piVar2 + 0x114))();
      return uVar3;
    }
  }
  return 0;
}

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)