L L4D2node

CNavMesh::BeginAnalysis

0x00726250 · 436 bytes · __thiscall

_ZN8CNavMesh13BeginAnalysisEb

Decompiled

undefined (2 params)

/* CNavMesh::BeginAnalysis(bool) */

void __thiscall CNavMesh::BeginAnalysis(CNavMesh *this,bool param_1)

{
  char cVar1;
  int *piVar2;
  longdouble lVar3;
  CNavMesh *pCVar4;
  int *local_3c;
  int local_38;
  int *local_34;
  int local_30;
  int *local_2c;
  int local_28;
  int *local_24 [5];
  
  cVar1 = (**(code **)(*engine + 8))(engine);
  if (cVar1 == '\0') {
    piVar2 = (int *)UTIL_GetListenServerHost();
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x194))(piVar2,1);
      (**(code **)(*engine + 0x94))
                (engine,"director_no_death_check 1\ndirector_stop\nnb_delete_all\n");
      ConVarRef::ConVarRef((ConVarRef *)&local_3c,"mat_fullbright");
      ConVarRef::ConVarRef((ConVarRef *)&local_34,"mat_hdr_level");
      if (*(int *)(local_38 + 0x30) != 0) {
        Warning("Setting mat_fullbright 0\n");
        (**(code **)(*local_3c + 8))(local_3c,0);
      }
      if (*(int *)(local_30 + 0x30) < 2) {
        Warning("Enabling HDR and reloading materials\n");
        (**(code **)(*local_34 + 8))(local_34,2);
        (**(code **)(*engine + 0x9c))(engine,piVar2[0xc],"mat_reloadallmaterials\n");
      }
      ConVarRef::ConVarRef((ConVarRef *)&local_2c,"host_thread_mode");
      *(undefined4 *)(this + 0x570) = *(undefined4 *)(local_28 + 0x30);
      (**(code **)(*local_2c + 8))(local_2c,0);
      ConVarRef::ConVarRef((ConVarRef *)local_24,"mat_queue_mode");
      (**(code **)(*local_24[0] + 8))(local_24[0],0);
    }
  }
  pCVar4 = this;
  DestroyHidingSpots();
  *(undefined4 *)(this + 0x524) = 2;
  *(undefined4 *)(this + 0x52c) = 0;
  *(undefined4 *)(this + 0x528) = 4;
  this[0x534] = (CNavMesh)param_1;
  lastMsgTime = 0;
  lVar3 = (longdouble)Plat_FloatTime(pCVar4);
  *(float *)(this + 0x538) = (float)lVar3;
  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)