L L4D2node

CommandNavSetPlaceMode

0x0073b2f0 · 104 bytes · __cdecl

_Z22CommandNavSetPlaceModeRK8CCommand

Decompiled

undefined (1 param)

/* CommandNavSetPlaceMode(CCommand const&) */

void CommandNavSetPlaceMode(CCommand *param_1)

{
  char cVar1;
  long lVar2;
  bool bVar3;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    bVar3 = true;
    if (*(int *)param_1 == 2) {
      lVar2 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
      bVar3 = lVar2 != 0;
    }
    if ((*(int *)(TheNavMesh + 0x458) == 1) != bVar3) {
      CNavMesh::CommandNavTogglePlaceMode(TheNavMesh);
      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)