L L4D2node

CNavMesh::CreateNavArea

0x0070e210 · 1064 bytes · __thiscall

_ZN8CNavMesh13CreateNavAreaERK6VectorS2_

Decompiled

undefined (3 params)

/* CNavMesh::CreateNavArea(Vector const&, Vector const&) */

CNavArea * __thiscall CNavMesh::CreateNavArea(CNavMesh *this,Vector *param_1,Vector *param_2)

{
  int iVar1;
  CNavArea *pCVar2;
  undefined4 uVar3;
  CNavArea *pCVar4;
  CNavArea *local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  
  local_40 = *(float *)param_2;
  local_3c = *(float *)(param_2 + 4);
  local_38 = *(float *)(param_1 + 8);
  iVar1 = GetMarkedArea(this);
  if (iVar1 == 0) {
    local_34 = *(float *)param_2;
    local_30 = *(float *)(param_2 + 4);
    local_2c = *(float *)(param_2 + 8) + 35.5;
    iVar1 = GetNearestNavArea(TheNavMesh,(Vector *)&local_34,false,10000.0,true,true,false);
    if (iVar1 == 0) {
      local_34 = local_40;
      local_30 = local_3c;
      local_2c = local_38 + 35.5;
      iVar1 = GetNearestNavArea(TheNavMesh,(Vector *)&local_34,false,10000.0,true,true,false);
      if (iVar1 == 0) {
        iVar1 = GetNearestNavArea(TheNavMesh,param_2,false,10000.0,false,true,false);
        if (iVar1 == 0) {
          iVar1 = GetNearestNavArea(TheNavMesh,(Vector *)&local_40,false,10000.0,false,true,false);
        }
      }
    }
  }
  pCVar2 = (CNavArea *)(**(code **)(*(int *)this + 0x14))(this);
  local_44 = pCVar2;
  if (pCVar2 == (CNavArea *)0x0) {
    Warning("NavEndArea: Out of memory\n");
  }
  else {
    CNavArea::Build(pCVar2,param_1,(Vector *)&local_40);
    if (iVar1 != 0) {
      (**(code **)(*(int *)local_44 + 0x78))(local_44,iVar1,0);
    }
    uVar3 = CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
                      ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)&TheNavAreas,DAT_00fe6000,
                       &local_44);
    *(undefined4 *)(local_44 + 0x90) = uVar3;
    AddNavArea(TheNavMesh,local_44);
    if (*(int *)(nav_create_place_on_ground._28_4_ + 0x30) != 0) {
      CNavArea::PlaceOnGround(local_44,4,0);
    }
    iVar1 = GetMarkedArea(this);
    if (iVar1 != 0) {
      pCVar2 = (CNavArea *)GetMarkedArea(this);
      CNavArea::GetExtent(pCVar2,(Extent *)&local_34);
      pCVar2 = local_44;
      if ((*(float *)param_1 <= local_28) || (*(float *)param_2 <= local_28)) {
        if ((local_34 <= *(float *)param_1) ||
           (local_34 < *(float *)param_2 || local_34 == *(float *)param_2)) {
          if ((*(float *)(param_1 + 4) <= local_24) || (*(float *)(param_2 + 4) <= local_24)) {
            if ((*(float *)(param_1 + 4) < local_30) &&
               (*(float *)(param_2 + 4) <= local_30 && local_30 != *(float *)(param_2 + 4))) {
              pCVar4 = (CNavArea *)GetMarkedArea(this);
              CNavArea::ConnectTo(pCVar4,pCVar2,0);
              uVar3 = GetMarkedArea(this);
              CNavArea::ConnectTo(local_44,uVar3,2);
            }
          }
          else {
            pCVar4 = (CNavArea *)GetMarkedArea(this);
            CNavArea::ConnectTo(pCVar4,pCVar2,2);
            uVar3 = GetMarkedArea(this);
            CNavArea::ConnectTo(local_44,uVar3,0);
          }
        }
        else {
          pCVar4 = (CNavArea *)GetMarkedArea(this);
          CNavArea::ConnectTo(pCVar4,pCVar2,3);
          uVar3 = GetMarkedArea(this);
          CNavArea::ConnectTo(local_44,uVar3,1);
        }
      }
      else {
        pCVar4 = (CNavArea *)GetMarkedArea(this);
        CNavArea::ConnectTo(pCVar4,pCVar2,1);
        uVar3 = GetMarkedArea(this);
        CNavArea::ConnectTo(local_44,uVar3,3);
      }
      *(undefined4 *)(this + 0x4c4) = 0;
      *(undefined4 *)(this + 0x47c) = 4;
      *(CNavArea **)(this + 0x470) = local_44;
    }
    (**(code **)(*(int *)TheNavMesh + 0x6c))(TheNavMesh,local_44);
    pCVar2 = local_44;
  }
  return pCVar2;
}

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)