L L4D2node

CNavMesh::ConnectElevators

0x0073bab0 · 176 bytes · __cdecl

_ZN8CNavMesh16ConnectElevatorsEv

Decompiled

undefined (0 params)

/* CNavMesh::ConnectElevators() */

void CNavMesh::ConnectElevators(void)

{
  CNavArea *this;
  char cVar1;
  int iVar2;
  CBaseEntity *local_40;
  Extent local_34 [12];
  undefined1 local_28 [24];
  
  local_40 = (CBaseEntity *)0x0;
  while (local_40 = (CBaseEntity *)
                    CGlobalEntityList::FindEntityByClassname
                              ((CGlobalEntityList *)gEntList,local_40,"func_elevator"),
        local_40 != (CBaseEntity *)0x0) {
    if (1 < *(int *)(local_40 + 0x54c)) {
      iVar2 = 0;
      (**(code **)(*(int *)(local_40 + 0x194) + 0x3c))
                ((CFuncElevator *)(local_40 + 0x194),local_34,local_28);
      if (0 < DAT_00fe6000) {
        do {
          this = *(CNavArea **)(TheNavAreas + iVar2 * 4);
          cVar1 = CNavArea::IsOverlapping(this,local_34);
          if (cVar1 != '\0') {
            CNavArea::ConnectElevator(this,(CFuncElevator *)local_40,local_34);
          }
          iVar2 = iVar2 + 1;
        } while (iVar2 < DAT_00fe6000);
      }
    }
  }
  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)