L L4D2node

CNavMesh::OnServerActivate

0x00739f60 · 57 bytes · __cdecl

_ZN8CNavMesh16OnServerActivateEv

Decompiled

undefined (0 params)

/* CNavMesh::OnServerActivate() */

void CNavMesh::OnServerActivate(void)

{
  int *piVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < DAT_00fe6000) {
    do {
      piVar1 = *(int **)(TheNavAreas + iVar2 * 4);
      iVar2 = iVar2 + 1;
      (**(code **)(*piVar1 + 8))(piVar1);
    } while (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)