L L4D2node

CNavMesh::BuildArea

0x0072a910 · 481 bytes · __thiscall

_ZN8CNavMesh9BuildAreaEP8CNavNodeii

Decompiled

undefined (4 params)

/* CNavMesh::BuildArea(CNavNode*, int, int) */

int __thiscall CNavMesh::BuildArea(CNavMesh *this,CNavNode *param_1,int param_2,int param_3)

{
  CNavNode *pCVar1;
  undefined4 uVar2;
  uint uVar3;
  bool bVar4;
  int iVar5;
  CNavNode *pCVar6;
  CNavNode *pCVar7;
  int iVar8;
  int local_30;
  CNavArea *local_20 [4];
  
  pCVar6 = param_1;
  if (param_3 < 1) {
    bVar4 = true;
    local_30 = 0;
    pCVar7 = (CNavNode *)0x0;
  }
  else {
    iVar8 = 0;
    local_30 = 0;
    pCVar7 = (CNavNode *)0x0;
    do {
      pCVar1 = pCVar6;
      if (0 < param_2) {
        iVar5 = 0;
        do {
          iVar5 = iVar5 + 1;
          pCVar1[0x70] = (CNavNode)0x1;
          pCVar1 = *(CNavNode **)(pCVar1 + 0x1c);
        } while (iVar5 != param_2);
        local_30 = local_30 + param_2;
      }
      pCVar6 = *(CNavNode **)(pCVar6 + 0x20);
      if (iVar8 == 0) {
        pCVar7 = pCVar1;
      }
      iVar8 = iVar8 + 1;
    } while (iVar8 != param_3);
    bVar4 = pCVar7 == (CNavNode *)0x0 || param_1 == (CNavNode *)0x0;
  }
  pCVar1 = pCVar6;
  if (0 < param_2) {
    iVar8 = 0;
    do {
      iVar8 = iVar8 + 1;
      pCVar1 = *(CNavNode **)(pCVar1 + 0x1c);
    } while (iVar8 != param_2);
  }
  if (((!bVar4) && (pCVar1 != (CNavNode *)0x0)) && (pCVar6 != (CNavNode *)0x0)) {
    local_20[0] = (CNavArea *)(**(code **)(*(int *)this + 0x14))(this);
    if (local_20[0] == (CNavArea *)0x0) {
      Error("BuildArea: Out of memory.\n");
      local_30 = -1;
    }
    else {
      CNavArea::Build(local_20[0],param_1,pCVar7,pCVar1,pCVar6);
      uVar2 = CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
                        ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)&TheNavAreas,
                         DAT_00fe6000,local_20);
      *(undefined4 *)(local_20[0] + 0x90) = uVar2;
      uVar3 = *(uint *)(param_1 + 0x5c);
      *(uint *)(local_20[0] + 0x54) = uVar3;
      if (((((18.0 < *(float *)(param_1 + 0x30)) || (18.0 < *(float *)(param_1 + 0x2c))) ||
           ((18.0 < *(float *)(pCVar7 + 0x34) ||
            ((18.0 < *(float *)(pCVar7 + 0x30) || (18.0 < *(float *)(pCVar1 + 0x28))))))) ||
          (18.0 < *(float *)(pCVar1 + 0x34))) ||
         ((18.0 < *(float *)(pCVar6 + 0x2c) || (18.0 < *(float *)(pCVar6 + 0x28))))) {
        uVar3 = uVar3 | 0x2000;
        *(uint *)(local_20[0] + 0x54) = uVar3;
      }
      if (((uVar3 & 1) != 0) && (param_1[0x7e] == (CNavNode)0x0)) {
        *(uint *)(local_20[0] + 0x54) = uVar3 & 0xfffffffe;
      }
    }
    return local_30;
  }
  Error("BuildArea - NULL node.\n");
  return -1;
}

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)