L L4D2node

CNavMesh::ConnectGeneratedAreas

0x0072bd90 · 278 bytes · __thiscall

_ZN8CNavMesh21ConnectGeneratedAreasEv

Decompiled

undefined (1 param)

/* CNavMesh::ConnectGeneratedAreas() */

void __thiscall CNavMesh::ConnectGeneratedAreas(CNavMesh *this)

{
  undefined4 uVar1;
  CNavArea *this_00;
  char cVar2;
  int iVar3;
  int iVar4;
  int local_30;
  undefined1 local_1d [13];
  
  Msg("Connecting navigation areas...\n");
  local_30 = 0;
  if (0 < DAT_00fe6000) {
    do {
      uVar1 = *(undefined4 *)(TheNavAreas + local_30 * 4);
      iVar4 = 0;
      do {
        iVar3 = iVar4 + 1;
        ConnectAreaEdge(this,uVar1,iVar4);
        iVar4 = iVar3;
      } while (iVar3 != 4);
      local_30 = local_30 + 1;
    } while (local_30 < DAT_00fe6000);
  }
  if ((*(int *)(this + 0x528) == 2) && (iVar4 = 0, 0 < DAT_00fe6000)) {
    do {
      this_00 = *(CNavArea **)(TheNavAreas + iVar4 * 4);
      cVar2 = CNavArea::HasNodes(this_00);
      if (cVar2 != '\0') {
        StitchAreaIntoMesh<IncrementallyGeneratedAreas>(this,this_00,0,local_1d);
        StitchAreaIntoMesh<IncrementallyGeneratedAreas>(this,this_00,2,local_1d);
        StitchAreaIntoMesh<IncrementallyGeneratedAreas>(this,this_00,1,local_1d);
        StitchAreaIntoMesh<IncrementallyGeneratedAreas>(this,this_00,3,local_1d);
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < DAT_00fe6000);
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)