L L4D2node

NavEditClearAllAttributes

0x0073b370 · 105 bytes · unknown

_Z25NavEditClearAllAttributesv

Decompiled

undefined (0 params)

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

void NavEditClearAllAttributes(void)

{
  uint *puVar1;
  int iVar2;
  CNavMesh *pCVar3;
  char cVar4;
  int iVar5;
  
  pCVar3 = TheNavMesh;
  cVar4 = CNavMesh::IsSelectedSetEmpty(TheNavMesh);
  if (cVar4 == '\0') {
    iVar5 = 0;
    if (0 < *(int *)(pCVar3 + 0x4e0)) {
      do {
        iVar2 = iVar5 * 4;
        iVar5 = iVar5 + 1;
        puVar1 = (uint *)(*(int *)(*(int *)(pCVar3 + 0x4d4) + iVar2) + 0x54);
        *puVar1 = *puVar1 & 0xffff0000;
      } while (iVar5 < *(int *)(pCVar3 + 0x4e0));
    }
  }
  else if (*(int *)(pCVar3 + 0x474) != 0) {
    puVar1 = (uint *)(*(int *)(pCVar3 + 0x474) + 0x54);
    *puVar1 = *puVar1 & 0xffff0000;
  }
  CNavMesh::ClearSelectedSet(TheNavMesh);
  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)