L L4D2node

CNavMesh::CommandNavBeginArea

0x0070c210 · 528 bytes · __thiscall

_ZN8CNavMesh19CommandNavBeginAreaEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavBeginArea() */

void __thiscall CNavMesh::CommandNavBeginArea(CNavMesh *this)

{
  char cVar1;
  CBaseEntity *this_00;
  
  cVar1 = TestFilesWritable(this);
  if (cVar1 != '\0') {
    this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
    if (this_00 != (CBaseEntity *)0x0) {
      if ((*(int *)(this + 0x458) - 2U < 2) || (*(int *)(this + 0x458) == 0)) {
        FindActiveNavArea(this);
        if ((*(int *)(this + 0x458) == 2) || (*(int *)(this + 0x458) == 3)) {
          *(undefined4 *)(this + 0x4c4) = 0;
          *(undefined4 *)(this + 0x470) = 0;
          *(undefined4 *)(this + 0x47c) = 4;
          *(undefined4 *)(this + 0x458) = 0;
          this[0x4fc] = (CNavMesh)0x0;
          this[0x4fd] = (CNavMesh)0x0;
          this[0x4fe] = (CNavMesh)0x0;
          CBaseEntity::EmitSound(this_00,"EDIT_BEGIN_AREA.Creating",0.0,(float *)0x0);
        }
        else if (this[0x494] == (CNavMesh)0x0) {
          CBaseEntity::EmitSound(this_00,"EDIT_BEGIN_AREA.NotCreating",0.0,(float *)0x0);
          *(undefined4 *)(this + 0x458) = 2;
          this[0x4fc] = (CNavMesh)0x0;
          *(undefined4 *)(this + 0x480) = *(undefined4 *)(this + 0x464);
          this[0x4fd] = (CNavMesh)0x0;
          *(undefined4 *)(this + 0x484) = *(undefined4 *)(this + 0x468);
          this[0x4fe] = (CNavMesh)0x0;
          *(undefined4 *)(this + 0x488) = *(undefined4 *)(this + 0x46c);
        }
        else {
          CBaseEntity::EmitSound(this_00,"EDIT_BEGIN_AREA.NotCreating",0.0,(float *)0x0);
          *(undefined4 *)(this + 0x458) = 3;
          this[0x4fc] = (CNavMesh)0x0;
          *(undefined4 *)(this + 0x4a4) = *(undefined4 *)(this + 0x464);
          this[0x4fd] = (CNavMesh)0x0;
          *(undefined4 *)(this + 0x4a8) = *(undefined4 *)(this + 0x468);
          this[0x4fe] = (CNavMesh)0x0;
          *(undefined4 *)(this + 0x4ac) = *(undefined4 *)(this + 0x46c);
          *(undefined4 *)(this + 0x4b0) = *(undefined4 *)(this + 0x498);
          *(undefined4 *)(this + 0x4b4) = *(undefined4 *)(this + 0x49c);
          *(undefined4 *)(this + 0x4b8) = *(undefined4 *)(this + 0x4a0);
        }
        *(undefined4 *)(this + 0x4c4) = 0;
        *(undefined4 *)(this + 0x470) = 0;
        *(undefined4 *)(this + 0x47c) = 4;
        return;
      }
      CBaseEntity::EmitSound(this_00,"EDIT_END_AREA.NotCreating",0.0,(float *)0x0);
    }
  }
  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)