L L4D2node

CNavMesh::SquareUpAreas

0x00724df0 · 115 bytes · __cdecl

_ZN8CNavMesh13SquareUpAreasEv

Decompiled

undefined (0 params)

/* CNavMesh::SquareUpAreas() */

void CNavMesh::SquareUpAreas(void)

{
  CNavArea *this;
  char cVar1;
  int iVar2;
  
  iVar2 = 0;
LAB_00724e00:
  do {
    if (DAT_00fe6000 <= iVar2) {
      return;
    }
    while( true ) {
      this = *(CNavArea **)(TheNavAreas + iVar2 * 4);
      iVar2 = iVar2 + 1;
      cVar1 = CNavArea::HasNodes(this);
      if ((cVar1 == '\0') || (cVar1 = CNavArea::IsRoughlySquare(), cVar1 != '\0'))
      goto LAB_00724e00;
      if (*(float *)(this + 0x10) - *(float *)(this + 4) <=
          *(float *)(this + 0x14) - *(float *)(this + 8)) break;
      splitX(this);
      if (DAT_00fe6000 <= iVar2) {
        return;
      }
    }
    splitY(this);
  } while( true );
}

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)