L L4D2node

CNavMesh::DestroyArea

0x00739fd0 · 88 bytes · __thiscall

_ZNK8CNavMesh11DestroyAreaEP8CNavArea

Decompiled

undefined (2 params)

/* CNavMesh::DestroyArea(CNavArea*) const */

void __thiscall CNavMesh::DestroyArea(CNavMesh *this,CNavArea *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(param_1 + 0x90);
  iVar2 = DAT_00fe6000;
  if ((0 < DAT_00fe6000) && (iVar2 = DAT_00fe6000 + -1, iVar1 != iVar2)) {
    *(undefined4 *)(TheNavAreas + iVar1 * 4) = *(undefined4 *)(TheNavAreas + iVar2 * 4);
    iVar2 = DAT_00fe6000 + -1;
  }
  DAT_00fe6000 = iVar2;
  if (iVar1 < DAT_00fe6000) {
    *(int *)(*(int *)(TheNavAreas + iVar1 * 4) + 0x90) = iVar1;
  }
                    /* WARNING: Could not recover jumptable at 0x0073a026. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 4))();
  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)