L L4D2node

CNavMesh::DoToggleAttribute

0x0070e970 · 94 bytes · __thiscall

_ZN8CNavMesh17DoToggleAttributeEP8CNavArea16NavAttributeType

Decompiled

undefined (3 params)

/* CNavMesh::DoToggleAttribute(CNavArea*, NavAttributeType) */

void __thiscall CNavMesh::DoToggleAttribute(CNavMesh *this,CNavArea *param_1,uint param_3)

{
  uint uVar1;
  
  uVar1 = *(uint *)(param_1 + 0x54);
  *(uint *)(param_1 + 0x54) = uVar1 ^ param_3;
  if (param_3 != 0x100) {
    return;
  }
  if (((uVar1 ^ param_3) & 0x100) == 0) {
    CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FindAndRemove
              ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x574),&param_1);
    return;
  }
  CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
            ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x574),
             *(int *)(this + 0x580),&param_1);
  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)