L L4D2node

NameToNavAttribute

0x0073e920 · 77 bytes · __cdecl

_Z18NameToNavAttributePKc

Decompiled

undefined (1 param)

/* NameToNavAttribute(char const*) */

undefined4 NameToNavAttribute(char *param_1)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  pcVar1 = TheNavAttributeTable;
  while( true ) {
    if (pcVar1 == (char *)0x0) {
      return 0;
    }
    iVar2 = _V_stricmp(pcVar1,param_1);
    if (iVar2 == 0) break;
    iVar3 = iVar3 + 1;
    pcVar1 = (&TheNavAttributeTable)[iVar3 * 2];
  }
  return (&DAT_00f437e4)[iVar3 * 2];
}

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)