L L4D2node

nav_test_stairs

0x00724d90 · 94 bytes · __cdecl

_ZL15nav_test_stairsRK8CCommand

Decompiled

undefined (1 param)

/* nav_test_stairs(CCommand const&) */

void nav_test_stairs(CCommand *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  piVar2 = (int *)CNavMesh::GetSelectedSet(TheNavMesh);
  if (piVar2[3] < 1) {
    iVar4 = 0;
  }
  else {
    iVar3 = 0;
    iVar4 = 0;
    do {
      cVar1 = CNavArea::TestStairs(*(CNavArea **)(*piVar2 + iVar3 * 4));
      iVar4 = (iVar4 + 1) - (uint)(cVar1 == '\0');
      iVar3 = iVar3 + 1;
    } while (iVar3 < piVar2[3]);
  }
  Msg("Marked %d areas as stairs\n",iVar4);
  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)