L L4D2node

CNavMesh::RemoveJumpAreas

0x0072c640 · 291 bytes · __thiscall

_ZN8CNavMesh15RemoveJumpAreasEv

Decompiled

undefined (1 param)

/* CNavMesh::RemoveJumpAreas() */

void __thiscall CNavMesh::RemoveJumpAreas(CNavMesh *this)

{
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  CNavArea *local_34;
  int local_30 [8];
  
  if (*(int *)(nav_generate_fixup_jump_areas._28_4_ + 0x30) == 0) {
    return;
  }
  local_30[0] = 0;
  local_30[1] = 0;
  local_30[2] = 0;
  local_30[3] = 0;
  local_30[4] = 0;
  if (0 < DAT_00fe6000) {
    iVar2 = 0;
    iVar3 = 0;
    do {
      local_34 = *(CNavArea **)(TheNavAreas + iVar3 * 4);
      if (((byte)local_34[0x54] & 2) == 0) {
        if (DAT_00fe6000 <= iVar3 + 1) goto LAB_0072c6de;
      }
      else {
                    /* try { // try from 0072c6cb to 0072c73b has its CatchHandler @ 0072c76e */
        CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
                  ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)local_30,iVar2,&local_34);
        iVar2 = local_30[3];
        if (DAT_00fe6000 <= iVar3 + 1) goto LAB_0072c6de;
      }
      iVar3 = iVar3 + 1;
    } while( true );
  }
LAB_0072c718:
  (**(code **)(*(int *)this + 0x84))(this);
  SetMarkedArea(this,(CNavArea *)0x0);
  local_30[3] = 0;
  *(undefined4 *)(this + 0x47c) = 4;
  CUtlMemory<CNavArea*,int>::Purge((CUtlMemory<CNavArea*,int> *)local_30);
  local_30[4] = local_30[0];
  CUtlMemory<CNavArea*,int>::Purge((CUtlMemory<CNavArea*,int> *)local_30);
  return;
LAB_0072c6de:
  if (0 < iVar2) {
    iVar2 = 0;
    do {
      uVar1 = *(undefined4 *)(local_30[0] + iVar2 * 4);
      (**(code **)(*TheNavMesh + 0x70))(TheNavMesh,uVar1);
      (**(code **)(*TheNavMesh + 0x18))(TheNavMesh,uVar1);
      iVar2 = iVar2 + 1;
    } while (iVar2 < local_30[3]);
  }
  goto LAB_0072c718;
}

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)