L L4D2node

CNavMesh::DestroyLadders

0x0073eb80 · 131 bytes · __thiscall

_ZN8CNavMesh14DestroyLaddersEv

Decompiled

undefined (1 param)

/* CNavMesh::DestroyLadders() */

void __thiscall CNavMesh::DestroyLadders(CNavMesh *this)

{
  CNavLadder *this_00;
  int iVar1;
  
  if (0 < *(int *)(this + 0x51c)) {
    iVar1 = 0;
    do {
      (**(code **)(*(int *)this + 0x74))(this,*(undefined4 *)(*(int *)(this + 0x510) + iVar1 * 4));
      this_00 = *(CNavLadder **)(*(int *)(this + 0x510) + iVar1 * 4);
      if (this_00 != (CNavLadder *)0x0) {
        CNavLadder::~CNavLadder(this_00);
        operator_delete(this_00);
      }
      iVar1 = iVar1 + 1;
    } while (iVar1 < *(int *)(this + 0x51c));
  }
  *(undefined4 *)(this + 0x51c) = 0;
  *(undefined4 *)(this + 0x4c4) = 0;
  *(undefined4 *)(this + 0x4bc) = 0;
  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)