L L4D2node

CNavArea::GetNodes

0x00705a70 · 238 bytes · __thiscall

_ZNK8CNavArea8GetNodesE10NavDirTypeP10CUtlVectorIP8CNavNode10CUtlMemoryIS3_iEE

Decompiled

undefined (3 params)

/* CNavArea::GetNodes(NavDirType, CUtlVector<CNavNode*, CUtlMemory<CNavNode*, int> >*) const */

void __thiscall
CNavArea::GetNodes(CNavArea *this,int param_2,
                  CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>> *param_3)

{
  int iVar1;
  int iVar2;
  int iVar3;
  CNavNode *local_20 [4];
  
  if (param_3 != (CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>> *)0x0) {
    *(undefined4 *)(param_3 + 0xc) = 0;
    if (param_2 == 1) {
      iVar1 = 1;
      iVar2 = 2;
      iVar3 = 2;
    }
    else if (param_2 < 2) {
      if (param_2 != 0) {
        return;
      }
      iVar1 = 0;
      iVar2 = 1;
      iVar3 = 1;
    }
    else if (param_2 == 2) {
      iVar1 = 3;
      iVar2 = 1;
      iVar3 = 2;
    }
    else {
      if (param_2 != 3) {
        return;
      }
      iVar1 = 0;
      iVar2 = 2;
      iVar3 = 3;
    }
    local_20[0] = *(CNavNode **)(this + iVar1 * 4 + 0xec);
    if (local_20[0] != (CNavNode *)0x0) {
      iVar1 = 0;
      if (local_20[0] != *(CNavNode **)(this + iVar3 * 4 + 0xec)) {
        do {
          CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>::InsertBefore(param_3,iVar1,local_20);
          local_20[0] = *(CNavNode **)(local_20[0] + (iVar2 + 4) * 4 + 8);
          if (local_20[0] == (CNavNode *)0x0) {
            return;
          }
          iVar1 = *(int *)(param_3 + 0xc);
        } while (*(CNavNode **)(this + iVar3 * 4 + 0xec) != local_20[0]);
      }
      CUtlVector<CNavNode*,CUtlMemory<CNavNode*,int>>::InsertBefore(param_3,iVar1,local_20);
    }
  }
  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)