L L4D2node

CNavMesh::AddWalkableSeed

0x0072c070 · 237 bytes · __thiscall

_ZN8CNavMesh15AddWalkableSeedERK6VectorS2_

Decompiled

undefined (3 params)

/* CNavMesh::AddWalkableSeed(Vector const&, Vector const&) */

void __thiscall CNavMesh::AddWalkableSeed(CNavMesh *this,Vector *param_1,Vector *param_2)

{
  uint uVar1;
  float fVar2;
  float local_34;
  float local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  fVar2 = 12.5;
  uVar1 = -(uint)(*(float *)param_1 < 0.0);
  local_34 = (float)((int)((float)(~uVar1 & 0x41480000 | uVar1 & 0xc1480000) + *(float *)param_1) /
                    0x19) * 25.0;
  if (*(float *)(param_1 + 4) < 0.0) {
    fVar2 = -12.5;
  }
  local_30 = (float)((int)(*(float *)(param_1 + 4) + fVar2) / 0x19) * 25.0;
  local_2c = *(undefined4 *)(param_1 + 8);
  local_28 = *(undefined4 *)param_2;
  local_24 = *(undefined4 *)(param_2 + 4);
  local_20 = *(undefined4 *)(param_2 + 8);
  CUtlVector<CNavMesh::WalkableSeedSpot,CUtlMemory<CNavMesh::WalkableSeedSpot,int>>::InsertBefore
            ((CUtlVector<CNavMesh::WalkableSeedSpot,CUtlMemory<CNavMesh::WalkableSeedSpot,int>> *)
             (this + 0x558),*(int *)(this + 0x564),(WalkableSeedSpot *)&local_34);
  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)