L L4D2node

CNavMesh::GetNextWalkableSeedNode

0x00727630 · 163 bytes · __thiscall

_ZN8CNavMesh23GetNextWalkableSeedNodeEv

Decompiled

undefined (1 param)

/* CNavMesh::GetNextWalkableSeedNode() */

CNavNode * __thiscall CNavMesh::GetNextWalkableSeedNode(CNavMesh *this)

{
  undefined4 *puVar1;
  int iVar2;
  CNavNode *this_00;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  iVar2 = *(int *)(this + 0x56c);
  if (iVar2 < *(int *)(this + 0x564)) {
    puVar1 = (undefined4 *)(*(int *)(this + 0x558) + iVar2 * 0x18);
    local_24 = *puVar1;
    local_20 = puVar1[1];
    local_1c = puVar1[2];
    local_18 = puVar1[3];
    local_14 = puVar1[4];
    local_10 = puVar1[5];
    *(int *)(this + 0x56c) = iVar2 + 1;
    iVar2 = CNavNode::GetNode((Vector *)&local_24);
    if (iVar2 == 0) {
      this_00 = ::operator_new(0x94);
                    /* try { // try from 007276cc to 007276d0 has its CatchHandler @ 007276da */
      CNavNode::CNavNode(this_00,(Vector *)&local_24,(Vector *)&local_18,(CNavNode *)0x0,false);
      return this_00;
    }
  }
  return (CNavNode *)0x0;
}

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)