L L4D2node

CommandNavLoad

0x0073a1c0 · 48 bytes · unknown

_Z14CommandNavLoadv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CommandNavLoad() */

void CommandNavLoad(void)

{
  char cVar1;
  int iVar2;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    iVar2 = (**(code **)(*TheNavMesh + 0x28))(TheNavMesh);
    if (iVar2 != 0) {
      Msg("ERROR: Navigation Mesh load failed.\n");
      return;
    }
  }
  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)