L L4D2node

CNavMesh::CommandNavSplit

0x0070bcd0 · 220 bytes · __thiscall

_ZN8CNavMesh15CommandNavSplitEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavSplit() */

void __thiscall CNavMesh::CommandNavSplit(CNavMesh *this)

{
  char cVar1;
  CBaseEntity *this_00;
  
  cVar1 = TestFilesWritable(this);
  if (cVar1 != '\0') {
    this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
    if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
      FindActiveNavArea(this);
      if (*(CNavArea **)(this + 0x474) != (CNavArea *)0x0) {
        cVar1 = CNavArea::SplitEdit(*(CNavArea **)(this + 0x474),(bool)this[0x48d],
                                    *(float *)(this + 0x490),(CNavArea **)0x0,(CNavArea **)0x0);
        if (cVar1 == '\0') {
          CBaseEntity::EmitSound(this_00,"EDIT_SPLIT.NoMarkedArea",0.0,(float *)0x0);
        }
        else {
          CBaseEntity::EmitSound(this_00,"EDIT_SPLIT.MarkedArea",0.0,(float *)0x0);
        }
      }
      (**(code **)(*(int *)this + 0x84))(this);
      *(undefined4 *)(this + 0x4c4) = 0;
      *(undefined4 *)(this + 0x470) = 0;
      *(undefined4 *)(this + 0x47c) = 4;
      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)