L L4D2node

NavAttributeToggler::operator()

0x0073e8c0 · 73 bytes · __thiscall

_ZN19NavAttributeTogglerclEP8CNavArea

Decompiled

undefined (2 params)

/* NavAttributeToggler::TEMPNAMEPLACEHOLDERVALUE(CNavArea*) */

undefined4 __thiscall NavAttributeToggler::operator()(NavAttributeToggler *this,CNavArea *param_1)

{
  uint uVar1;
  uint uVar2;
  char cVar3;
  
  cVar3 = CNavMesh::IsSelectedSetEmpty(TheNavMesh);
  uVar1 = *(uint *)(param_1 + 0x54);
  uVar2 = *(uint *)this;
  if ((cVar3 != '\0') && ((uVar1 & uVar2) != 0)) {
    *(uint *)(param_1 + 0x54) = ~uVar2 & uVar1;
    return 1;
  }
  *(uint *)(param_1 + 0x54) = uVar1 | uVar2;
  return 1;
}

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)