L L4D2node

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 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)