L L4D2node

CNavMesh::CommandNavToggleSelecting

0x0070ba30 · 98 bytes · __thiscall

_ZN8CNavMesh25CommandNavToggleSelectingEb

Decompiled

undefined (2 params)

/* CNavMesh::CommandNavToggleSelecting(bool) */

void __thiscall CNavMesh::CommandNavToggleSelecting(CNavMesh *this,bool param_1)

{
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if ((this_00 != (CBaseEntity *)0x0) && (*(uint *)(this + 0x458) < 2)) {
    this[0x4fc] = (CNavMesh)((byte)this[0x4fc] ^ 1);
    this[0x4fd] = (CNavMesh)0x0;
    if (param_1) {
      CBaseEntity::EmitSound(this_00,"EDIT_END_AREA.Creating",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)