L L4D2node

CNavMesh::CommandNavLadderFlip

0x0070d850 · 211 bytes · __thiscall

_ZN8CNavMesh20CommandNavLadderFlipEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavLadderFlip() */

void __thiscall CNavMesh::CommandNavLadderFlip(CNavMesh *this)

{
  uint uVar1;
  int iVar2;
  CBaseEntity *this_00;
  undefined4 uVar3;
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
    FindActiveNavArea(this);
    if (*(int *)(this + 0x4bc) != 0) {
      CBaseEntity::EmitSound(this_00,"EDIT_MOVE_CORNER.MarkedArea",0.0,(float *)0x0);
      uVar3 = 0;
      uVar1 = *(uint *)(*(CNavLadder **)(this + 0x4bc) + 0x3c);
      if (uVar1 < 4) {
        uVar3 = *(undefined4 *)(CSWTCH_1767 + uVar1 * 4);
      }
      CNavLadder::SetDir(*(CNavLadder **)(this + 0x4bc),uVar3);
      iVar2 = *(int *)(this + 0x4bc);
      uVar3 = *(undefined4 *)(iVar2 + 0x30);
      *(undefined4 *)(iVar2 + 0x30) = *(undefined4 *)(iVar2 + 0x24);
      *(undefined4 *)(*(int *)(this + 0x4bc) + 0x24) = uVar3;
      iVar2 = *(int *)(this + 0x4bc);
      uVar3 = *(undefined4 *)(iVar2 + 0x2c);
      *(undefined4 *)(iVar2 + 0x2c) = *(undefined4 *)(iVar2 + 0x28);
      *(undefined4 *)(*(int *)(this + 0x4bc) + 0x28) = uVar3;
    }
    *(undefined4 *)(this + 0x4c4) = 0;
    *(undefined4 *)(this + 0x470) = 0;
    *(undefined4 *)(this + 0x47c) = 4;
    return;
  }
  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)