L L4D2node

CNavMesh::CommandNavPlaceSet

0x0070cc70 · 88 bytes · __thiscall

_ZN8CNavMesh18CommandNavPlaceSetEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavPlaceSet() */

void __thiscall CNavMesh::CommandNavPlaceSet(CNavMesh *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = UTIL_GetListenServerHost();
  iVar2 = TheNavMesh;
  if (((iVar3 != 0) && (*(int *)(this + 0x458) == 1)) && (0 < *(int *)(this + 0x4e0))) {
    iVar3 = 0;
    do {
      iVar1 = iVar3 * 4;
      iVar3 = iVar3 + 1;
      *(undefined4 *)(*(int *)(*(int *)(this + 0x4d4) + iVar1) + 0x94) =
           *(undefined4 *)(iVar2 + 0x460);
    } while (iVar3 < *(int *)(this + 0x4e0));
  }
  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)