L L4D2node

CNavMesh::CommandNavSelectObstructedAreas

0x0070f7f0 · 321 bytes · __thiscall

_ZN8CNavMesh31CommandNavSelectObstructedAreasEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavSelectObstructedAreas() */

void __thiscall CNavMesh::CommandNavSelectObstructedAreas(CNavMesh *this)

{
  CNavArea *pCVar1;
  CBaseEntity *this_00;
  undefined4 uVar2;
  int iVar3;
  
  this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
  if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
    *(undefined4 *)(this + 0x4e0) = 0;
    iVar3 = DAT_00fe6000;
    *(undefined4 *)(this + 0x470) = 0;
    *(undefined4 *)(this + 0x474) = 0;
    *(undefined4 *)(this + 0x478) = 0;
    *(undefined4 *)(this + 0x4bc) = 0;
    *(undefined4 *)(this + 0x4c0) = 0;
    *(undefined4 *)(this + 0x4c4) = 0;
    *(undefined4 *)(this + 0x47c) = 4;
    if (iVar3 < 1) {
      uVar2 = 0;
    }
    else {
      iVar3 = 0;
      do {
        pCVar1 = *(CNavArea **)(TheNavAreas + iVar3 * 4);
        if (((pCVar1 != (CNavArea *)0x0) && (pCVar1[0x3a] != (CNavArea)0x0)) &&
           (18.0 < (float)(byte)pCVar1[0x3a] + 0.0)) {
          AddToSelectedSet(this,pCVar1);
        }
        iVar3 = iVar3 + 1;
      } while (iVar3 < DAT_00fe6000);
      uVar2 = *(undefined4 *)(this + 0x4e0);
    }
    Msg("Selected %d areas.\n",uVar2);
    if (*(int *)(this + 0x4e0) != 0) {
      CBaseEntity::EmitSound(this_00,"EDIT_MARK.Enable",0.0,(float *)0x0);
      return;
    }
    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)