L L4D2node

CNavMesh::CommandNavEndDragDeselecting

0x0070df80 · 208 bytes · __thiscall

_ZN8CNavMesh28CommandNavEndDragDeselectingEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavEndDragDeselecting() */

void __thiscall CNavMesh::CommandNavEndDragDeselecting(CNavMesh *this)

{
  CBaseEntity *this_00;
  int iVar1;
  CNavArea *local_20 [4];
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if (this_00 != (CBaseEntity *)0x0) {
    if (*(int *)(this + 0x458) == 4) {
      iVar1 = 0;
      if (0 < *(int *)(this + 0x4f4)) {
        do {
          local_20[0] = *(CNavArea **)(*(int *)(this + 0x4e8) + iVar1 * 4);
          iVar1 = iVar1 + 1;
          CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FindAndRemove
                    ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x4d4),local_20);
        } while (iVar1 < *(int *)(this + 0x4f4));
      }
      *(undefined4 *)(this + 0x4c4) = 0;
      *(undefined4 *)(this + 0x470) = 0;
      *(undefined4 *)(this + 0x458) = 0;
      this[0x4fc] = (CNavMesh)0x0;
      this[0x4fd] = (CNavMesh)0x0;
    }
    else {
      CBaseEntity::EmitSound(this_00,"EDIT_END_AREA.NotCreating",0.0,(float *)0x0);
    }
    *(undefined4 *)(this + 0x4f4) = 0;
    this[0x4fe] = (CNavMesh)0x0;
    *(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)