CNavMesh::DestroyNavigationMesh
0x00741850 · 707 bytes · __thiscall
_ZN8CNavMesh21DestroyNavigationMeshEb
Decompiled
undefined (2 params)
/* CNavMesh::DestroyNavigationMesh(bool) */
void __thiscall CNavMesh::DestroyNavigationMesh(CNavMesh *this,bool param_1)
{
undefined4 *puVar1;
undefined4 uVar2;
char cVar3;
int *piVar4;
int iVar5;
uint uVar6;
int iVar7;
int local_20;
*(undefined4 *)(this + 0x5bc) = 0;
*(undefined4 *)(this + 0x594) = 0;
if (param_1) {
iVar7 = 0;
if (0 < DAT_00fe6000) {
do {
puVar1 = TheNavAreas + iVar7;
iVar7 = iVar7 + 1;
CNavArea::ResetNodes((CNavArea *)*puVar1);
} while (iVar7 < DAT_00fe6000);
}
DestroyHidingSpots();
CNavNode::CleanupGeneration();
}
else {
CNavArea::m_isReset = 1;
if (0 < DAT_00fe6000) {
local_20 = 0;
do {
iVar7 = 1;
uVar2 = TheNavAreas[local_20];
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
piVar4 = (int *)UTIL_PlayerByIndex(iVar7);
if ((((piVar4 != (int *)0x0) && (piVar4[0xc] != 0)) &&
(piVar4[0xc] - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
(((cVar3 = (**(code **)(*piVar4 + 0x16c))(piVar4), cVar3 != '\0' &&
(piVar4[0x7db] != 2)) &&
(iVar5 = (**(code **)(*piVar4 + 0x148))(piVar4), iVar5 == 0)))) {
(**(code **)(*piVar4 + 0x540))(piVar4,uVar2);
}
iVar7 = iVar7 + 1;
} while (iVar7 <= *(int *)(gpGlobals + 0x14));
}
iVar7 = TheNextBots();
uVar6 = (uint)*(ushort *)(iVar7 + 0x10);
if (uVar6 != 0xffff) {
iVar5 = *(int *)(iVar7 + 4);
do {
piVar4 = *(int **)(iVar5 + uVar6 * 8);
piVar4 = (int *)(**(code **)(*piVar4 + 0xb4))(piVar4);
(**(code **)(*piVar4 + 0x540))(piVar4,uVar2);
iVar5 = *(int *)(iVar7 + 4);
uVar6 = (uint)*(ushort *)(iVar5 + 6 + uVar6 * 8);
} while (uVar6 != 0xffff);
}
local_20 = local_20 + 1;
} while (local_20 < DAT_00fe6000);
}
while (DAT_00fe6000 != 0) {
(**(code **)(*(int *)this + 0x18))(this,*TheNavAreas);
}
CNavArea::m_isReset = 0;
DestroyLadders(this);
DestroyHidingSpots();
CNavNode::CleanupGeneration();
CUtlVector<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,CUtlMemory<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,int>>
::RemoveAll((CUtlVector<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,CUtlMemory<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,int>>
*)(this + 0xc));
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
}
iVar7 = 0;
do {
*(undefined4 *)(this + iVar7 * 4 + 0x50) = 0;
iVar7 = iVar7 + 1;
} while (iVar7 != 0x100);
if (param_1) {
SetEditMode(this,0);
this[0x494] = (CNavMesh)0x0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x474) = 0;
*(undefined4 *)(this + 0x478) = 0;
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x4bc) = 0;
this[9] = (CNavMesh)0x0;
this[10] = (CNavMesh)0x0;
return;
}
*(undefined4 *)(this + 0x34) = 0;
CNavArea::CompressIDs();
CNavLadder::CompressIDs();
SetEditMode(this,0);
this[0x494] = (CNavMesh)0x0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x474) = 0;
*(undefined4 *)(this + 0x478) = 0;
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x4bc) = 0;
this[9] = (CNavMesh)0x0;
this[10] = (CNavMesh)0x0;
this[0x4c] = (CNavMesh)0x0;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.