L L4D2node

CNavArea::CompressIDs

0x006fa490 · 121 bytes · __cdecl

_ZN8CNavArea11CompressIDsEv

Decompiled

undefined (0 params)

/* CNavArea::CompressIDs() */

void CNavArea::CompressIDs(void)

{
  CNavArea *pCVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  m_nextID = 1;
  iVar2 = 1;
  if (0 < DAT_00fe6000) {
    do {
      pCVar1 = *(CNavArea **)(TheNavAreas + iVar3 * 4);
      m_nextID = iVar2 + 1;
      iVar3 = iVar3 + 1;
      *(int *)(pCVar1 + 0x8c) = iVar2;
      (**(code **)(*(int *)TheNavMesh + 0x8c))(TheNavMesh,pCVar1);
      CNavMesh::AddNavArea(TheNavMesh,pCVar1);
      iVar2 = m_nextID;
    } while (iVar3 < DAT_00fe6000);
  }
  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)