L L4D2node

CNavMesh::CommandNavPlaceFloodFill

0x00711ce0 · 143 bytes · __thiscall

_ZN8CNavMesh24CommandNavPlaceFloodFillEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavPlaceFloodFill() */

void __thiscall CNavMesh::CommandNavPlaceFloodFill(CNavMesh *this)

{
  CNavArea *pCVar1;
  int iVar2;
  undefined4 local_10 [2];
  
  iVar2 = UTIL_GetListenServerHost();
  if ((iVar2 != 0) && (*(int *)(this + 0x458) == 1)) {
    FindActiveNavArea(this);
    pCVar1 = *(CNavArea **)(this + 0x474);
    if (pCVar1 != (CNavArea *)0x0) {
      local_10[0] = *(undefined4 *)(pCVar1 + 0x94);
      SearchSurroundingAreas<PlaceFloodFillFunctor>
                (pCVar1,(Vector *)(pCVar1 + 0x2c),(PlaceFloodFillFunctor *)local_10,-1.0,0,-1);
    }
    *(undefined4 *)(this + 0x4c4) = 0;
    *(undefined4 *)(this + 0x470) = 0;
    *(undefined4 *)(this + 0x47c) = 4;
    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)