L L4D2node

CNavMesh::ScriptUnregisterAvoidanceObstacle

0x00740a40 · 128 bytes · __thiscall

_ZN8CNavMesh33ScriptUnregisterAvoidanceObstacleEP9HSCRIPT__

Decompiled

undefined (2 params)

/* CNavMesh::ScriptUnregisterAvoidanceObstacle(HSCRIPT__*) */

void __thiscall CNavMesh::ScriptUnregisterAvoidanceObstacle(CNavMesh *this,HSCRIPT__ *param_1)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  INavAvoidanceObstacle *local_10;
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
    if (iVar3 != 0) {
      local_10 = (INavAvoidanceObstacle *)
                 __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&INavAvoidanceObstacle::typeinfo,
                                0xfffffffe);
      if (local_10 != (INavAvoidanceObstacle *)0x0) {
        CUtlVector<INavAvoidanceObstacle*,CUtlMemory<INavAvoidanceObstacle*,int>>::FindAndFastRemove
                  ((CUtlVector<INavAvoidanceObstacle*,CUtlMemory<INavAvoidanceObstacle*,int>> *)
                   (this + 0x59c),&local_10);
      }
    }
  }
  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)