L L4D2node

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 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)