L L4D2node

ZombieManager::OnFlowDistancesRecomputed

0x00a5c100 · 62 bytes · __thiscall

_ZN13ZombieManager25OnFlowDistancesRecomputedEP13TerrorNavArea

Decompiled

undefined (2 params)

/* ZombieManager::OnFlowDistancesRecomputed(TerrorNavArea*) */

void __thiscall ZombieManager::OnFlowDistancesRecomputed(ZombieManager *this,TerrorNavArea *param_1)

{
  DevMsg("%3.2f: OnFlowDistancesRecomputed()\n",(double)*(float *)(gpGlobals + 0xc));
  BuildEscapeRoute(this,param_1);
  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)