L L4D2node

CNavArea::SaveToSelectedSet

0x00736730 · 97 bytes · __thiscall

_ZNK8CNavArea17SaveToSelectedSetEP9KeyValues

Decompiled

undefined (2 params)

/* CNavArea::SaveToSelectedSet(KeyValues*) const */

void __thiscall CNavArea::SaveToSelectedSet(CNavArea *this,KeyValues *param_1)

{
  char *pcVar1;
  char *pcVar2;
  
  pcVar1 = (char *)CNavMesh::PlaceToName(TheNavMesh,*(uint *)(this + 0x94));
  pcVar2 = "";
  if (pcVar1 != (char *)0x0) {
    pcVar2 = pcVar1;
  }
  KeyValues::SetString(param_1,"Place",pcVar2);
  KeyValues::SetInt(param_1,"Attributes",*(int *)(this + 0x54));
  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)