CNavMesh::CommandNavTogglePlacePainting
0x0070cd70 · 205 bytes · __thiscall
_ZN8CNavMesh29CommandNavTogglePlacePaintingEv
Decompiled
undefined (1 param)
/* CNavMesh::CommandNavTogglePlacePainting() */
void __thiscall CNavMesh::CommandNavTogglePlacePainting(CNavMesh *this)
{
CBaseEntity *this_00;
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 1)) {
FindActiveNavArea(this);
if (*(int *)(this + 0x474) != 0) {
if (this[0x48c] == (CNavMesh)0x0) {
this[0x48c] = (CNavMesh)0x1;
CBaseEntity::EmitSound(this_00,"Bot.EditSwitchOn",0.0,(float *)0x0);
*(undefined4 *)(*(int *)(this + 0x474) + 0x94) = *(undefined4 *)(TheNavMesh + 0x460);
}
else {
this[0x48c] = (CNavMesh)0x0;
CBaseEntity::EmitSound(this_00,"Bot.EditSwitchOff",0.0,(float *)0x0);
}
}
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x47c) = 4;
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.