L L4D2node

CNavMesh::BuildTransientAreaList

0x00741bf0 · 119 bytes · __thiscall

_ZN8CNavMesh22BuildTransientAreaListEv

Decompiled

undefined (1 param)

/* CNavMesh::BuildTransientAreaList() */

void __thiscall CNavMesh::BuildTransientAreaList(CNavMesh *this)

{
  int iVar1;
  CNavArea *local_20 [4];
  
  iVar1 = 0;
  *(undefined4 *)(this + 0x580) = 0;
  if (0 < DAT_00fe6000) {
    do {
      while (local_20[0] = *(CNavArea **)(TheNavAreas + iVar1 * 4),
            ((byte)local_20[0][0x55] & 1) == 0) {
        iVar1 = iVar1 + 1;
        if (DAT_00fe6000 <= iVar1) {
          return;
        }
      }
      iVar1 = iVar1 + 1;
      CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
                ((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x574),
                 *(int *)(this + 0x580),local_20);
    } while (iVar1 < DAT_00fe6000);
  }
  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)