L L4D2node

CNavMesh::CommandNavCornerPlaceOnGround

0x0070d440 · 424 bytes · __thiscall

_ZN8CNavMesh29CommandNavCornerPlaceOnGroundERK8CCommand

Decompiled

undefined (2 params)

/* CNavMesh::CommandNavCornerPlaceOnGround(CCommand const&) */

void __thiscall CNavMesh::CommandNavCornerPlaceOnGround(CNavMesh *this,CCommand *param_1)

{
  int iVar1;
  char cVar2;
  CBaseEntity *this_00;
  int iVar3;
  double dVar4;
  float local_24;
  
  cVar2 = TestFilesWritable(this);
  if (cVar2 != '\0') {
    this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
    if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
      local_24 = 0.0;
      if (*(int *)param_1 == 2) {
        dVar4 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
        local_24 = (float)dVar4;
      }
      if (*(int *)(this + 0x4e0) != 0) {
        CBaseEntity::EmitSound(this_00,"EDIT_MOVE_CORNER.MarkedArea",0.0,(float *)0x0);
        if (0 < *(int *)(this + 0x4e0)) {
          iVar3 = 0;
          do {
            iVar1 = iVar3 * 4;
            iVar3 = iVar3 + 1;
            CNavArea::PlaceOnGround(*(CNavArea **)(*(int *)(this + 0x4d4) + iVar1),4,local_24);
          } while (iVar3 < *(int *)(this + 0x4e0));
        }
        Msg();
        return;
      }
      FindActiveNavArea(this);
      if (*(CNavArea **)(this + 0x474) != (CNavArea *)0x0) {
        if (*(CNavArea **)(this + 0x470) == (CNavArea *)0x0) {
          CNavArea::PlaceOnGround(*(CNavArea **)(this + 0x474),4,local_24);
        }
        else {
          CNavArea::PlaceOnGround
                    (*(CNavArea **)(this + 0x470),*(undefined4 *)(this + 0x47c),local_24);
        }
        CBaseEntity::EmitSound(this_00,"EDIT_MOVE_CORNER.MarkedArea",0.0,(float *)0x0);
        return;
      }
      CBaseEntity::EmitSound(this_00,"EDIT_MOVE_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)