L L4D2node

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 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)