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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.