L L4D2node

CNavMesh::CommandNavAddToSelectedSetByID

0x0070ed30 · 252 bytes · __thiscall

_ZN8CNavMesh30CommandNavAddToSelectedSetByIDERK8CCommand

Decompiled

undefined (2 params)

/* CNavMesh::CommandNavAddToSelectedSetByID(CCommand const&) */

void __thiscall CNavMesh::CommandNavAddToSelectedSetByID(CNavMesh *this,CCommand *param_1)

{
  CBaseEntity *this_00;
  uint uVar1;
  CNavArea *pCVar2;
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if (((this_00 != (CBaseEntity *)0x0) && (*(uint *)(this + 0x458) < 2)) && (1 < *(int *)param_1)) {
    uVar1 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
    pCVar2 = (CNavArea *)GetNavAreaByID(this,uVar1);
    if (pCVar2 != (CNavArea *)0x0) {
      AddToSelectedSet(this,pCVar2);
      CBaseEntity::EmitSound(this_00,"EDIT_MARK.Enable",0.0,(float *)0x0);
      Msg("Added area %d.  ( to go there: setpos %f %f %f )\n",uVar1,
          (double)*(float *)(pCVar2 + 0x2c),(double)*(float *)(pCVar2 + 0x30),
          (double)(*(float *)(pCVar2 + 0x34) + 5.0));
      return;
    }
    Msg();
    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)