L L4D2node

CNavArea::RestoreFromSelectedSet

0x007367a0 · 95 bytes · __thiscall

_ZN8CNavArea22RestoreFromSelectedSetEP9KeyValues

Decompiled

undefined (2 params)

/* CNavArea::RestoreFromSelectedSet(KeyValues*) */

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

{
  char *pcVar1;
  undefined4 uVar2;
  
  pcVar1 = (char *)KeyValues::GetString(param_1,"Place","");
  uVar2 = CNavMesh::NameToPlace(TheNavMesh,pcVar1);
  *(undefined4 *)(this + 0x94) = uVar2;
  uVar2 = KeyValues::GetInt(param_1,"Attributes",0);
  *(undefined4 *)(this + 0x54) = uVar2;
  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)