CNavMesh::CommandNavRemoveFromSelectedSet
0x0070def0 · 119 bytes · __thiscall
_ZN8CNavMesh31CommandNavRemoveFromSelectedSetEv
Decompiled
undefined (1 param)
/* CNavMesh::CommandNavRemoveFromSelectedSet() */
void __thiscall CNavMesh::CommandNavRemoveFromSelectedSet(CNavMesh *this)
{
CBaseEntity *this_00;
CNavArea *local_10;
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if ((this_00 != (CBaseEntity *)0x0) && (*(uint *)(this + 0x458) < 2)) {
FindActiveNavArea(this);
local_10 = *(CNavArea **)(this + 0x474);
if (local_10 != (CNavArea *)0x0) {
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FindAndRemove
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x4d4),&local_10);
CBaseEntity::EmitSound(this_00,"EDIT_MARK.Disable",0.0,(float *)0x0);
return;
}
}
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.