L L4D2node

CommandNavSave

0x0073ab40 · 98 bytes · unknown

_Z14CommandNavSavev

Decompiled

undefined (0 params)

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

void CommandNavSave(void)

{
  char cVar1;
  char *pcVar2;
  undefined4 uVar3;
  char *pcVar4;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 == '\0') {
    return;
  }
  cVar1 = (**(code **)(*TheNavMesh + 0x30))(TheNavMesh);
  if (cVar1 == '\0') {
    pcVar2 = (char *)CNavMesh::GetFilename();
    pcVar4 = "(null)";
    if (pcVar2 != (char *)0x0) {
      pcVar4 = pcVar2;
    }
    Msg("ERROR: Cannot save navigation map \'%s\'.\n",pcVar4);
    return;
  }
  uVar3 = CNavMesh::GetFilename();
  Msg("Navigation map \'%s\' saved.\n",uVar3);
  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)