L L4D2node

CommandNavAnalyzeScripted

0x0073b240 · 157 bytes · __cdecl

_Z25CommandNavAnalyzeScriptedRK8CCommand

Decompiled

undefined (1 param)

/* CommandNavAnalyzeScripted(CCommand const&) */

void CommandNavAnalyzeScripted(CCommand *param_1)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 == '\0') {
    return;
  }
  if (0 < *(int *)param_1) {
    if (*(int *)param_1 == 1) {
      pcVar3 = "";
    }
    else {
      pcVar3 = *(char **)(param_1 + 0x40c);
      if (pcVar3 == (char *)0x0) goto LAB_0073b2a0;
    }
    iVar2 = _V_stricmp(pcVar3,"force");
    if (iVar2 == 0) goto LAB_0073b290;
  }
LAB_0073b2a0:
  if (TheNavMesh[0x4e] != (CNavMesh)0x0) {
    (**(code **)(*engine + 0x94))(engine,"quit\n");
    return;
  }
LAB_0073b290:
  if (*(int *)(nav_edit._28_4_ + 0x30) == 0) {
    return;
  }
  CNavMesh::BeginAnalysis(TheNavMesh,true);
  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)