L L4D2node

CNavMesh::CommandNavToggleAttribute

0x0070e9e0 · 333 bytes · __thiscall

_ZN8CNavMesh25CommandNavToggleAttributeE16NavAttributeType

Decompiled

undefined (2 params)

/* CNavMesh::CommandNavToggleAttribute(NavAttributeType) */

void __thiscall CNavMesh::CommandNavToggleAttribute(CNavMesh *this,undefined4 param_2)

{
  char cVar1;
  CBaseEntity *this_00;
  int iVar2;
  int iVar3;
  
  cVar1 = TestFilesWritable(this);
  if (cVar1 != '\0') {
    this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
    if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
      if (*(int *)(this + 0x4e0) == 0) {
        FindActiveNavArea(this);
        if (*(int *)(this + 0x474) != 0) {
          CBaseEntity::EmitSound(this_00,"EDIT.ToggleAttribute",0.0,(float *)0x0);
          DoToggleAttribute(this,*(undefined4 *)(this + 0x474),param_2);
        }
      }
      else {
        CBaseEntity::EmitSound(this_00,"EDIT.ToggleAttribute",0.0,(float *)0x0);
        iVar2 = *(int *)(this + 0x4e0);
        if (0 < iVar2) {
          iVar3 = 0;
          do {
            iVar2 = iVar3 * 4;
            iVar3 = iVar3 + 1;
            DoToggleAttribute(this,*(undefined4 *)(*(int *)(this + 0x4d4) + iVar2),param_2);
            iVar2 = *(int *)(this + 0x4e0);
          } while (iVar3 < iVar2);
        }
        Msg("Changed attribute in %d areas\n",iVar2);
        *(undefined4 *)(this + 0x4e0) = 0;
        *(undefined4 *)(this + 0x474) = 0;
        *(undefined4 *)(this + 0x478) = 0;
        *(undefined4 *)(this + 0x4bc) = 0;
        *(undefined4 *)(this + 0x4c0) = 0;
      }
      *(undefined4 *)(this + 0x4c4) = 0;
      *(undefined4 *)(this + 0x470) = 0;
      *(undefined4 *)(this + 0x47c) = 4;
      return;
    }
  }
  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)