L L4D2node

CNavMesh::BeginGeneration

0x0072c470 · 455 bytes · __thiscall

_ZN8CNavMesh15BeginGenerationEb

Decompiled

undefined (2 params)

/* CNavMesh::BeginGeneration(bool) */

void __thiscall CNavMesh::BeginGeneration(CNavMesh *this,bool param_1)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  longdouble lVar4;
  
  iVar2 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"nav_generate",0,0);
  if (iVar2 != 0) {
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar2,0);
  }
  (**(code **)(*engine + 0x94))(engine,"director_stop\nnb_delete_all\n");
  if (param_1) {
    ConVar::SetValue(0xfe72e0);
    *(undefined4 *)(this + 0x524) = 0;
    *(undefined4 *)(this + 0x530) = 0;
    *(undefined4 *)(this + 0x528) = 2;
    lastMsgTime = 0;
    DestroyNavigationMesh(this,true);
    *(undefined4 *)(this + 0x460) = 0;
    InitConnectionBlockers(this);
  }
  else {
    cVar1 = (**(code **)(*engine + 8))(engine);
    if (cVar1 == '\0') {
      piVar3 = (int *)UTIL_GetListenServerHost();
      if (piVar3 != (int *)0x0) {
        (**(code **)(*piVar3 + 0x194))(piVar3,1);
      }
    }
    *(undefined4 *)(this + 0x524) = 0;
    *(undefined4 *)(this + 0x530) = 0;
    *(undefined4 *)(this + 0x528) = 1;
    lastMsgTime = 0;
    DestroyNavigationMesh(this,false);
    *(undefined4 *)(this + 0x460) = 0;
    InitConnectionBlockers(this);
    BuildLadders(this);
    (**(code **)(*(int *)this + 0x7c))(this);
  }
  *(undefined4 *)(this + 0x508) = 0;
  if (*(int *)(this + 0x564) != 0) {
    *(undefined4 *)(this + 0x56c) = 0;
    Msg("Generating Navigation Mesh...\n");
    lVar4 = (longdouble)Plat_FloatTime();
    *(float *)(this + 0x538) = (float)lVar4;
    return;
  }
  *(undefined4 *)(this + 0x528) = 0;
  Msg();
  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)