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 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.