L L4D2node

CNavMesh::CommandNavMarkWalkable

0x0073e730 · 319 bytes · __thiscall

_ZN8CNavMesh22CommandNavMarkWalkableEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavMarkWalkable() */

void __thiscall CNavMesh::CommandNavMarkWalkable(CNavMesh *this)

{
  char cVar1;
  CBaseEntity *this_00;
  longdouble lVar2;
  float local_34;
  float local_30;
  undefined4 local_2c;
  Vector local_28 [24];
  
  if (*(int *)(nav_edit._28_4_ + 0x30) == 0) {
    this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
    if (this_00 == (CBaseEntity *)0x0) {
      Msg("ERROR: No local player!\n");
      return;
    }
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    local_30 = *(float *)(this_00 + 0x2e4);
    local_34 = *(float *)(this_00 + 0x2e0);
    local_2c = *(undefined4 *)(this_00 + 0x2e8);
  }
  else {
    local_30 = *(float *)(this + 0x468);
    local_34 = *(float *)(this + 0x464);
    local_2c = *(undefined4 *)(this + 0x46c);
  }
  lVar2 = (longdouble)SnapToGrid(this,local_34,true);
  local_34 = (float)lVar2;
  lVar2 = (longdouble)SnapToGrid(this,local_30,true);
  local_30 = (float)lVar2;
  cVar1 = FindGroundForNode(this,(Vector *)&local_34,local_28);
  if (cVar1 == '\0') {
    Msg("ERROR: Invalid ground position.\n");
    return;
  }
  AddWalkableSeed(this,(Vector *)&local_34,local_28);
  Msg("Walkable position marked.\n");
  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)