CNavMesh::ShutdownConnectionBlockers
0x0072c280 · 81 bytes · __thiscall
_ZN8CNavMesh26ShutdownConnectionBlockersEv
Decompiled
undefined (1 param)
/* CNavMesh::ShutdownConnectionBlockers() */
void __thiscall CNavMesh::ShutdownConnectionBlockers(CNavMesh *this)
{
int iVar1;
CBaseEntity *pCVar2;
int iVar3;
iVar3 = 0;
iVar1 = *(int *)(this + 0x44);
if (0 < iVar1) {
do {
pCVar2 = *(CBaseEntity **)(*(int *)(this + 0x38) + iVar3 * 4);
if (pCVar2 != (CBaseEntity *)0x0) {
UTIL_Remove(pCVar2);
}
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
}
*(undefined4 *)(this + 0x44) = 0;
CUtlMemory<CFuncNavConnectionBlocker*,int>::Purge
((CUtlMemory<CFuncNavConnectionBlocker*,int> *)(this + 0x38));
*(undefined4 *)(this + 0x48) = *(undefined4 *)(this + 0x38);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.