L L4D2node

CNavMesh::CommandNavCornerSelect

0x0070d030 · 183 bytes · __thiscall

_ZN8CNavMesh22CommandNavCornerSelectEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavCornerSelect() */

void __thiscall CNavMesh::CommandNavCornerSelect(CNavMesh *this)

{
  CBaseEntity *this_00;
  int iVar1;
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
    FindActiveNavArea(this);
    if (*(int *)(this + 0x474) != 0) {
      iVar1 = GetMarkedArea(this);
      if (iVar1 != 0) {
        *(int *)(this + 0x47c) = (*(int *)(this + 0x47c) + 1) % 5;
        CBaseEntity::EmitSound(this_00,"EDIT_SELECT_CORNER.MarkedArea",0.0,(float *)0x0);
        return;
      }
      CBaseEntity::EmitSound(this_00,"EDIT_SELECT_CORNER.NoMarkedArea",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)