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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.