L L4D2node

CNavMesh::CommandNavClearSelectedSet

0x0070b4b0 · 152 bytes · __thiscall

_ZN8CNavMesh26CommandNavClearSelectedSetEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavClearSelectedSet() */

void __thiscall CNavMesh::CommandNavClearSelectedSet(CNavMesh *this)

{
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if ((this_00 != (CBaseEntity *)0x0) && (*(uint *)(this + 0x458) < 2)) {
    *(undefined4 *)(this + 0x4e0) = 0;
    *(undefined4 *)(this + 0x470) = 0;
    *(undefined4 *)(this + 0x474) = 0;
    *(undefined4 *)(this + 0x478) = 0;
    *(undefined4 *)(this + 0x4bc) = 0;
    *(undefined4 *)(this + 0x4c0) = 0;
    *(undefined4 *)(this + 0x4c4) = 0;
    *(undefined4 *)(this + 0x47c) = 4;
    CBaseEntity::EmitSound(this_00,"EDIT_MARK.Disable",0.0,(float *)0x0);
    return;
  }
  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)