L L4D2node

CNavMesh::PartialNameToPlace

0x0073ca80 · 254 bytes · __thiscall

_ZNK8CNavMesh18PartialNameToPlaceEPKc

Decompiled

undefined (2 params)

/* CNavMesh::PartialNameToPlace(char const*) const */

int __thiscall CNavMesh::PartialNameToPlace(CNavMesh *this,char *param_1)

{
  bool bVar1;
  size_t sVar2;
  int iVar3;
  uint uVar4;
  int local_24;
  
  if (*(int *)(this + 0x454) == 0) {
    local_24 = 0;
  }
  else {
    uVar4 = 0;
    bVar1 = false;
    local_24 = 0;
LAB_0073cabb:
    do {
      sVar2 = strlen(param_1);
      iVar3 = V_strncasecmp(*(char **)(*(int *)(this + 0x450) + uVar4 * 4),param_1,sVar2);
      if (iVar3 == 0) {
        iVar3 = _V_stricmp(*(char **)(*(int *)(this + 0x450) + uVar4 * 4),param_1);
        if (iVar3 == 0) {
          iVar3 = NameToPlace(this,*(char **)(*(int *)(this + 0x450) + uVar4 * 4));
          return iVar3;
        }
        if (local_24 != 0) {
          uVar4 = uVar4 + 1;
          bVar1 = true;
          if (*(uint *)(this + 0x454) <= uVar4) break;
          goto LAB_0073cabb;
        }
        local_24 = NameToPlace(this,*(char **)(*(int *)(this + 0x450) + uVar4 * 4));
      }
      uVar4 = uVar4 + 1;
    } while (uVar4 < *(uint *)(this + 0x454));
    if (bVar1) {
      return 0;
    }
  }
  return local_24;
}

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)