CNavMesh::Reset
0x00741b20 · 206 bytes · __thiscall
_ZN8CNavMesh5ResetEv
Decompiled
undefined (1 param)
/* CNavMesh::Reset() */
void __thiscall CNavMesh::Reset(CNavMesh *this)
{
DestroyNavigationMesh(this,false);
this[0x4e] = (CNavMesh)0x0;
*(undefined4 *)(this + 0x528) = 0;
*(undefined4 *)(this + 0x508) = 0;
*(undefined4 *)(this + 0x564) = 0;
this[0x4d] = (CNavMesh)0x0;
this[0x45c] = (CNavMesh)0x0;
*(undefined4 *)(this + 0x460) = 0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x474) = 0;
this[0x534] = (CNavMesh)0x0;
*(undefined4 *)(this + 0x458) = 0;
*(undefined4 *)(this + 0x478) = 0;
this[0x48c] = (CNavMesh)0x0;
this[0x494] = (CNavMesh)0x0;
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x4bc) = 0;
if (*(void **)(this + 0x554) != (void *)0x0) {
operator_delete__(*(void **)(this + 0x554));
}
*(undefined4 *)(this + 0x554) = 0;
*(undefined4 *)(this + 0x564) = 0;
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.