L L4D2node

CommandNavCheckFileConsistency

0x0071a120 · 217 bytes · unknown

_Z30CommandNavCheckFileConsistencyv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CommandNavCheckFileConsistency() */

void CommandNavCheckFileConsistency(void)

{
  char cVar1;
  char *pcVar2;
  undefined4 uVar3;
  undefined4 local_10 [2];
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 == '\0') {
    return;
  }
  pcVar2 = (char *)(**(code **)(*filesystem + 0x80))
                             (filesystem,&DAT_00ca3e03,&DAT_00c146f4,local_10);
  while (pcVar2 != (char *)0x0) {
    uVar3 = CheckNavFile(pcVar2);
    switch(uVar3) {
    case 0:
      Msg("The nav file for %s is up-to-date\n");
      break;
    case 1:
      Warning("Missing nav file for %s\n",pcVar2);
      break;
    case 2:
      Warning("Invalid nav file for %s\n",pcVar2);
      break;
    case 3:
      Warning("Old nav file for %s\n",pcVar2);
      break;
    case 4:
      Warning("The nav file for %s is built from an old version of the map\n",pcVar2);
    }
    pcVar2 = (char *)(**(code **)(*filesystem + 0x74))(filesystem,local_10[0]);
  }
  (**(code **)(*filesystem + 0x7c))(filesystem,local_10[0]);
  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)