CNavMesh::PlaceNameAutocomplete
0x0073cc70 · 206 bytes · __thiscall
_ZN8CNavMesh21PlaceNameAutocompleteEPKcPA64_c
Decompiled
undefined (3 params)
/* CNavMesh::PlaceNameAutocomplete(char const*, char (*) [64]) */
int __thiscall CNavMesh::PlaceNameAutocomplete(CNavMesh *this,char *param_1,char *param_2)
{
int iVar1;
int iVar2;
int iVar3;
uint uVar4;
int iVar5;
iVar1 = _V_strlen("nav_use_place ");
iVar2 = _V_strlen(param_1 + iVar1);
if (*(int *)(this + 0x454) == 0) {
iVar5 = 0;
}
else {
uVar4 = 0;
iVar5 = 0;
do {
while (iVar3 = V_strnicmp(*(char **)(*(int *)(this + 0x450) + uVar4 * 4),param_1 + iVar1,iVar2
), iVar3 == 0) {
iVar3 = iVar5 + 1;
V_snprintf(param_2 + iVar5 * 0x40,0x40,"nav_use_place %s",
*(undefined4 *)(*(int *)(this + 0x450) + uVar4 * 4));
if (iVar3 == 0x40) {
return 0x40;
}
uVar4 = uVar4 + 1;
iVar5 = iVar3;
if (*(uint *)(this + 0x454) <= uVar4) {
return iVar3;
}
}
uVar4 = uVar4 + 1;
} while (uVar4 < *(uint *)(this + 0x454));
}
return iVar5;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.