L L4D2node

ReconnectMergedArea

0x00737890 · 224 bytes · __cdecl

_Z19ReconnectMergedAreaR8CUtlDictIP8CNavAreaiEP9KeyValues10NavDirTypePKc

Decompiled

undefined (4 params)

/* ReconnectMergedArea(CUtlDict<CNavArea*, int>&, KeyValues*, NavDirType, char const*) */

void ReconnectMergedArea(CUtlRBTree<CUtlMap<char_const*,CNavArea*,int>::Node_t,int,CUtlMap<char_const*,CNavArea*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CNavArea*,int>::Node_t,int>,int>>
                         *param_1,KeyValues *param_2,undefined4 param_3,char *param_4)

{
  CNavArea *pCVar1;
  int iVar2;
  KeyValues *pKVar3;
  int local_24 [5];
  
  local_24[0] = KeyValues::GetName(param_2);
  if (local_24[0] != 0) {
    iVar2 = CUtlRBTree<CUtlMap<char_const*,CNavArea*,int>::Node_t,int,CUtlMap<char_const*,CNavArea*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CNavArea*,int>::Node_t,int>,int>>
            ::Find(param_1,(Node_t *)local_24);
    if (iVar2 != -1) {
      pCVar1 = *(CNavArea **)(*(int *)(param_1 + 4) + iVar2 * 0x18 + 0x14);
      pKVar3 = (KeyValues *)KeyValues::FindKey(param_2,param_4,true);
      if (pKVar3 != (KeyValues *)0x0) {
        for (pKVar3 = (KeyValues *)KeyValues::GetFirstValue(pKVar3); pKVar3 != (KeyValues *)0x0;
            pKVar3 = (KeyValues *)KeyValues::GetNextValue(pKVar3)) {
          iVar2 = KeyValues::GetString(pKVar3,(char *)0x0,"");
          if ((iVar2 != 0) &&
             (local_24[0] = iVar2,
             iVar2 = CUtlRBTree<CUtlMap<char_const*,CNavArea*,int>::Node_t,int,CUtlMap<char_const*,CNavArea*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CNavArea*,int>::Node_t,int>,int>>
                     ::Find(param_1,(Node_t *)local_24), iVar2 != -1)) {
            CNavArea::ConnectTo(pCVar1,*(undefined4 *)(*(int *)(param_1 + 4) + iVar2 * 0x18 + 0x14),
                                param_3);
          }
        }
      }
    }
  }
  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)