L L4D2node

CNavMesh::CommandNavRemoveJumpAreas

0x0072c840 · 217 bytes · __thiscall

_ZN8CNavMesh25CommandNavRemoveJumpAreasEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavRemoveJumpAreas() */

void __thiscall CNavMesh::CommandNavRemoveJumpAreas(CNavMesh *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  JumpConnector local_1d [13];
  
  iVar2 = DAT_00fe6000;
  if (0 < DAT_00fe6000) {
    iVar5 = 0;
    do {
      iVar4 = 0;
      iVar1 = *(int *)(TheNavAreas + iVar5 * 4);
      iVar3 = iVar1 + 0x114;
      if ((*(byte *)(iVar1 + 0x54) & 2) != 0) {
        do {
          iVar6 = (&CSWTCH_1514)[iVar4];
          iVar4 = iVar4 + 1;
          iVar7 = iVar1 + 0x58 + iVar6 * 4;
          JumpConnector::TryToConnect(local_1d,iVar1,iVar3,iVar7,iVar6,iVar5,iVar6,iVar7);
          iVar2 = iVar3 + -0xbc;
          iVar3 = iVar3 + 4;
          JumpConnector::TryToConnect(local_1d,iVar1,iVar2,iVar7,iVar6);
          iVar2 = DAT_00fe6000;
        } while (iVar4 != 4);
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 < iVar2);
  }
  RemoveJumpAreas(this);
  Msg("Removed %d jump areas\n",iVar2 - DAT_00fe6000);
  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)