L L4D2node

CNavMesh::CommandNavDeleteMarked

0x0070dd90 · 318 bytes · __thiscall

_ZN8CNavMesh22CommandNavDeleteMarkedEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavDeleteMarked() */

void __thiscall CNavMesh::CommandNavDeleteMarked(CNavMesh *this)

{
  CNavLadder *pCVar1;
  char cVar2;
  CBaseEntity *this_00;
  int iVar3;
  CNavLadder *local_20 [4];
  
  cVar2 = TestFilesWritable(this);
  if (cVar2 != '\0') {
    this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
    if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
      iVar3 = GetMarkedArea(this);
      if (iVar3 != 0) {
        CBaseEntity::EmitSound(this_00,"EDIT_DELETE",0.0,(float *)0x0);
        (**(code **)(*TheNavMesh + 0x70))(TheNavMesh,iVar3);
        (**(code **)(*TheNavMesh + 0x18))(TheNavMesh,iVar3);
      }
      local_20[0] = *(CNavLadder **)(this + 0x4c4);
      if (local_20[0] != (CNavLadder *)0x0) {
        CBaseEntity::EmitSound(this_00,"EDIT_DELETE",0.0,(float *)0x0);
        CUtlVector<CNavLadder*,CUtlMemory<CNavLadder*,int>>::FindAndRemove
                  ((CUtlVector<CNavLadder*,CUtlMemory<CNavLadder*,int>> *)(this + 0x510),local_20);
        pCVar1 = local_20[0];
        if (local_20[0] != (CNavLadder *)0x0) {
          CNavLadder::~CNavLadder(local_20[0]);
          operator_delete(pCVar1);
        }
      }
      (**(code **)(*(int *)this + 0x84))(this);
      *(undefined4 *)(this + 0x4e0) = 0;
      *(undefined4 *)(this + 0x470) = 0;
      *(undefined4 *)(this + 0x474) = 0;
      *(undefined4 *)(this + 0x478) = 0;
      *(undefined4 *)(this + 0x4bc) = 0;
      *(undefined4 *)(this + 0x4c0) = 0;
      *(undefined4 *)(this + 0x4c4) = 0;
      *(undefined4 *)(this + 0x47c) = 4;
    }
  }
  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)