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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.