L L4D2node

CNavMesh::CommandNavToggleInSelectedSet

0x0070ee40 · 164 bytes · __thiscall

_ZN8CNavMesh29CommandNavToggleInSelectedSetEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavToggleInSelectedSet() */

void __thiscall CNavMesh::CommandNavToggleInSelectedSet(CNavMesh *this)

{
  CNavArea *pCVar1;
  CBaseEntity *this_00;
  int iVar2;
  CNavArea *local_20 [4];
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if ((this_00 != (CBaseEntity *)0x0) && (*(uint *)(this + 0x458) < 2)) {
    FindActiveNavArea(this);
    pCVar1 = *(CNavArea **)(this + 0x474);
    if (pCVar1 != (CNavArea *)0x0) {
      if (*(int *)(this + 0x4e0) < 1) {
LAB_0070ee9c:
        AddToSelectedSet(this,pCVar1);
      }
      else {
        if (pCVar1 != (CNavArea *)**(int **)(this + 0x4d4)) {
          iVar2 = 0;
          do {
            iVar2 = iVar2 + 1;
            if (iVar2 == *(int *)(this + 0x4e0)) goto LAB_0070ee9c;
          } while (pCVar1 != (CNavArea *)(*(int **)(this + 0x4d4))[iVar2]);
        }
        local_20[0] = pCVar1;
        CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FindAndRemove
                  ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x4d4),local_20);
      }
      CBaseEntity::EmitSound(this_00,"EDIT_MARK.Disable",0.0,(float *)0x0);
    }
  }
  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)