L L4D2node

CNavMesh::StitchAreaSet

0x0072bf70 · 233 bytes · __thiscall

_ZN8CNavMesh13StitchAreaSetEP10CUtlVectorIP8CNavArea10CUtlMemoryIS2_iEE

Decompiled

undefined (2 params)

/* CNavMesh::StitchAreaSet(CUtlVector<CNavArea*, CUtlMemory<CNavArea*, int> >*) */

void __thiscall CNavMesh::StitchAreaSet(CNavMesh *this,CUtlVector *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  CUtlVector *local_20 [4];
  
  iVar3 = 0;
  local_20[0] = param_1;
  if (DAT_00fe6000 < 1) {
    return;
  }
  do {
    iVar1 = *(int *)(TheNavAreas + iVar3 * 4);
    if (*(int *)(local_20[0] + 0xc) < 1) {
LAB_0072bfc4:
      if (DAT_00fe6000 <= iVar3 + 1) {
        return;
      }
    }
    else {
      if (iVar1 != **(int **)local_20[0]) {
        iVar2 = 0;
        do {
          iVar2 = iVar2 + 1;
          if (iVar2 == *(int *)(local_20[0] + 0xc)) goto LAB_0072bfc4;
        } while (iVar1 != (*(int **)local_20[0])[iVar2]);
        if (iVar2 < 0) goto LAB_0072bfc4;
      }
      StitchAreaIntoMesh<AreaSet>(this,iVar1,0,local_20);
      StitchAreaIntoMesh<AreaSet>(this,iVar1,2,local_20);
      StitchAreaIntoMesh<AreaSet>(this,iVar1,1,local_20);
      StitchAreaIntoMesh<AreaSet>(this,iVar1,3,local_20);
      if (DAT_00fe6000 <= iVar3 + 1) {
        return;
      }
    }
    iVar3 = iVar3 + 1;
  } 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)