L L4D2node

CNavMesh::InitConnectionBlockers

0x0072c2e0 · 366 bytes · __thiscall

_ZN8CNavMesh22InitConnectionBlockersEv

Decompiled

undefined (1 param)

/* CNavMesh::InitConnectionBlockers() */

void __thiscall CNavMesh::InitConnectionBlockers(CNavMesh *this)

{
  int iVar1;
  int iVar2;
  void *pvVar3;
  int iVar4;
  CBaseEntity *pCVar5;
  int iVar6;
  int *piVar7;
  
  *(undefined4 *)(this + 0x44) = 0;
  CUtlMemory<CFuncNavConnectionBlocker*,int>::Purge
            ((CUtlMemory<CFuncNavConnectionBlocker*,int> *)(this + 0x38));
  pCVar5 = (CBaseEntity *)0x0;
  *(undefined4 *)(this + 0x48) = *(undefined4 *)(this + 0x38);
  do {
    pCVar5 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassname
                       ((CGlobalEntityList *)gEntList,pCVar5,"func_nav_connection_blocker");
    if (pCVar5 == (CBaseEntity *)0x0) {
      Msg("%d connection blockers found!\n",*(undefined4 *)(this + 0x44));
      return;
    }
    iVar1 = *(int *)(this + 0x44);
    iVar4 = *(int *)(this + 0x3c);
    iVar6 = iVar1 + 1;
    if (iVar4 < iVar6) {
      iVar2 = *(int *)(this + 0x40);
      if (iVar2 < 0) goto LAB_0072c310;
      if (iVar2 == 0) {
        if (iVar4 == 0) {
          if (iVar6 < 9) {
            iVar2 = 8;
            goto LAB_0072c38f;
          }
          iVar4 = 8;
        }
        do {
          iVar2 = iVar4 * 2;
          if (iVar6 <= iVar2) break;
          iVar2 = iVar4 * 4;
          iVar4 = iVar2;
        } while (iVar2 < iVar6);
      }
      else {
        for (iVar2 = (iVar1 / iVar2 + 1) * iVar2; iVar2 < iVar6; iVar2 = (iVar2 + iVar6) / 2) {
        }
      }
LAB_0072c38f:
      *(int *)(this + 0x3c) = iVar2;
      if (*(void **)(this + 0x38) == (void *)0x0) {
        pvVar3 = malloc(iVar2 << 2);
        *(void **)(this + 0x38) = pvVar3;
        goto LAB_0072c313;
      }
      pvVar3 = realloc(*(void **)(this + 0x38),iVar2 << 2);
      iVar6 = *(int *)(this + 0x44);
      *(void **)(this + 0x38) = pvVar3;
      *(void **)(this + 0x48) = pvVar3;
      *(int *)(this + 0x44) = iVar6 + 1;
      iVar6 = (iVar6 + 1) - iVar1;
    }
    else {
LAB_0072c310:
      pvVar3 = *(void **)(this + 0x38);
LAB_0072c313:
      *(int *)(this + 0x44) = iVar6;
      iVar6 = iVar6 - iVar1;
      *(void **)(this + 0x48) = pvVar3;
    }
    if (0 < iVar6 + -1) {
      _V_memmove((void *)((int)pvVar3 + iVar1 * 4 + 4),(void *)((int)pvVar3 + iVar1 * 4),
                 (iVar6 + -1) * 4);
      pvVar3 = *(void **)(this + 0x38);
    }
    piVar7 = (int *)(iVar1 * 4 + (int)pvVar3);
    if (piVar7 != (int *)0x0) {
      *piVar7 = (int)pCVar5;
    }
  } 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)