L L4D2node

CommandNavSelectOverlapping

0x007042d0 · 129 bytes · unknown

_ZL27CommandNavSelectOverlappingv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CommandNavSelectOverlapping() */

void CommandNavSelectOverlapping(void)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  SelectOverlappingAreas local_d;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 == '\0') {
    return;
  }
  iVar3 = 0;
  CNavMesh::ClearSelectedSet(TheNavMesh);
  if (0 < DAT_00fe6000) {
    do {
      cVar1 = SelectOverlappingAreas::operator()(&local_d,*(CNavArea **)(TheNavAreas + iVar3 * 4));
      if (cVar1 == '\0') break;
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_00fe6000);
  }
  uVar2 = CNavMesh::GetSelecteSetSize(TheNavMesh);
  Msg("%d overlapping areas selected\n",uVar2);
  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)