L L4D2node

NavEditClearAttribute

0x0073e980 · 225 bytes · __cdecl

_Z21NavEditClearAttributeRK8CCommand

Decompiled

undefined (1 param)

/* NavEditClearAttribute(CCommand const&) */

void NavEditClearAttribute(CCommand *param_1)

{
  uint *puVar1;
  int iVar2;
  CNavMesh *pCVar3;
  char cVar4;
  uint uVar5;
  undefined1 *puVar6;
  int iVar7;
  
  if (*(int *)param_1 != 2) {
    if (*(int *)param_1 < 1) {
      puVar6 = &DAT_00d539c2;
    }
    else {
      puVar6 = *(undefined1 **)(param_1 + 0x408);
    }
    Msg("Usage: %s <attribute>\n",puVar6);
    return;
  }
  uVar5 = NameToNavAttribute(*(char **)(param_1 + 0x40c));
  pCVar3 = TheNavMesh;
  if (uVar5 != 0) {
    cVar4 = CNavMesh::IsSelectedSetEmpty(TheNavMesh);
    if (cVar4 == '\0') {
      iVar7 = 0;
      if (0 < *(int *)(pCVar3 + 0x4e0)) {
        do {
          iVar2 = iVar7 * 4;
          iVar7 = iVar7 + 1;
          puVar1 = (uint *)(*(int *)(*(int *)(pCVar3 + 0x4d4) + iVar2) + 0x54);
          *puVar1 = *puVar1 & ~uVar5;
        } while (iVar7 < *(int *)(pCVar3 + 0x4e0));
      }
    }
    else if (*(int *)(pCVar3 + 0x474) != 0) {
      puVar1 = (uint *)(*(int *)(pCVar3 + 0x474) + 0x54);
      *puVar1 = *puVar1 & ~uVar5;
    }
    CNavMesh::ClearSelectedSet(TheNavMesh);
    return;
  }
  puVar6 = &DAT_00d539c2;
  if (1 < *(int *)param_1) {
    puVar6 = *(undefined1 **)(param_1 + 0x40c);
  }
  Msg("Unknown attribute \'%s\'",puVar6);
  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)