L L4D2node

CLogicNavigation::UpdateProperty

0x006ef9a0 · 173 bytes · __thiscall

_ZN16CLogicNavigation14UpdatePropertyEv

Decompiled

undefined (1 param)

/* CLogicNavigation::UpdateProperty() */

void __thiscall CLogicNavigation::UpdateProperty(CLogicNavigation *this)

{
  CBaseEntity *pCVar1;
  char *pcVar2;
  
  pCVar1 = (CBaseEntity *)0x0;
  while( true ) {
    pcVar2 = *(char **)(this + 0xf8);
    if (pcVar2 == (char *)0x0) {
      pcVar2 = "";
    }
    pCVar1 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByName
                       ((CGlobalEntityList *)gEntList,pCVar1,pcVar2,(CBaseEntity *)0x0,
                        (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
    if (pCVar1 == (CBaseEntity *)0x0) break;
    if (this[0x444] == (CLogicNavigation)0x0) {
      if (((byte)this[0x448] & 1) != 0) {
        *(undefined4 *)(pCVar1 + 0x254) = 0;
      }
    }
    else if ((((byte)this[0x448] & 1) != 0) &&
            (*(float *)(pCVar1 + 0x254) <= 3.4028235e+38 &&
             *(float *)(pCVar1 + 0x254) != 3.4028235e+38)) {
      *(undefined4 *)(pCVar1 + 0x254) = 0x7f7fffff;
    }
  }
  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)