L L4D2node

CNavMesh::ScriptNavAreaBuildPath

0x00740780 · 236 bytes · __thiscall

_ZN8CNavMesh22ScriptNavAreaBuildPathEP9HSCRIPT__S1_RK6Vectorfib

Decompiled

undefined (7 params)

/* CNavMesh::ScriptNavAreaBuildPath(HSCRIPT__*, HSCRIPT__*, Vector const&, float, int, bool) */

void __thiscall
CNavMesh::ScriptNavAreaBuildPath
          (CNavMesh *this,HSCRIPT__ *param_1,HSCRIPT__ *param_2,Vector *param_3,float param_4,
          int param_5,bool param_6)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  CNavArea *pCVar3;
  Vector *pVVar4;
  CNavArea *pCVar5;
  ShortestPathCost local_1d [13];
  
  pCVar5 = (CNavArea *)0x0;
  if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
    pCVar5 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
  }
  pCVar3 = (CNavArea *)0x0;
  if (param_2 + -1 < (HSCRIPT__ *)0xfffffffe) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
    pCVar3 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_2,pSVar2);
  }
  pVVar4 = param_3;
  if (((*(float *)param_3 == 0.0) && (*(float *)(param_3 + 4) == 0.0)) &&
     (pVVar4 = (Vector *)0x0, *(float *)(param_3 + 8) != 0.0)) {
    pVVar4 = param_3;
  }
  NavAreaBuildPath<ShortestPathCost>
            (pCVar5,pCVar3,(Vector *)0x0,pVVar4,local_1d,(CNavArea **)0x0,param_4,param_5,param_6);
  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)