CNavMesh::CommandNavEndDragSelecting
0x0070eef0 · 192 bytes · __thiscall
_ZN8CNavMesh26CommandNavEndDragSelectingEv
Decompiled
undefined (1 param)
/* CNavMesh::CommandNavEndDragSelecting() */
void __thiscall CNavMesh::CommandNavEndDragSelecting(CNavMesh *this)
{
int iVar1;
CBaseEntity *this_00;
int iVar2;
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if (this_00 != (CBaseEntity *)0x0) {
if (*(int *)(this + 0x458) == 4) {
if (0 < *(int *)(this + 0x4f4)) {
iVar2 = 0;
do {
iVar1 = iVar2 * 4;
iVar2 = iVar2 + 1;
AddToSelectedSet(this,*(CNavArea **)(*(int *)(this + 0x4e8) + iVar1));
} while (iVar2 < *(int *)(this + 0x4f4));
}
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x458) = 0;
this[0x4fc] = (CNavMesh)0x0;
this[0x4fd] = (CNavMesh)0x0;
this[0x4fe] = (CNavMesh)0x0;
}
else {
CBaseEntity::EmitSound(this_00,"EDIT_END_AREA.NotCreating",0.0,(float *)0x0);
}
*(undefined4 *)(this + 0x4f4) = 0;
*(undefined4 *)(this + 0x47c) = 4;
}
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.