L L4D2node

CNavMesh::CommandNavBeginShiftXY

0x0070bbd0 · 248 bytes · __thiscall

_ZN8CNavMesh22CommandNavBeginShiftXYEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavBeginShiftXY() */

void __thiscall CNavMesh::CommandNavBeginShiftXY(CNavMesh *this)

{
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if (this_00 != (CBaseEntity *)0x0) {
    *(undefined4 *)(this + 0x4c4) = 0;
    *(undefined4 *)(this + 0x470) = 0;
    *(undefined4 *)(this + 0x47c) = 4;
    if (*(int *)(this + 0x458) == 5) {
      *(undefined4 *)(this + 0x458) = 0;
      this[0x4fc] = (CNavMesh)0x0;
      this[0x4fd] = (CNavMesh)0x0;
      this[0x4fe] = (CNavMesh)0x0;
      CBaseEntity::EmitSound(this_00,"EDIT_END_AREA.Creating",0.0,(float *)0x0);
      return;
    }
    *(undefined4 *)(this + 0x458) = 5;
    this[0x4fc] = (CNavMesh)0x0;
    this[0x4fd] = (CNavMesh)0x0;
    this[0x4fe] = (CNavMesh)0x0;
    CBaseEntity::EmitSound(this_00,"EDIT_BEGIN_AREA.Creating",0.0,(float *)0x0);
    *(undefined4 *)(this + 0x480) = *(undefined4 *)(this + 0x464);
    *(undefined4 *)(this + 0x484) = *(undefined4 *)(this + 0x468);
    *(undefined4 *)(this + 0x488) = *(undefined4 *)(this + 0x46c);
  }
  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)