L L4D2node

CNavMesh::CNavMesh

0x00743210 · 847 bytes · __thiscall

_ZN8CNavMeshC1Ev

Decompiled

undefined (1 param)

/* CNavMesh::CNavMesh() */

void __thiscall CNavMesh::CNavMesh(CNavMesh *this)

{
  int *piVar1;
  
  this[8] = (CNavMesh)0x0;
  *(undefined4 *)(this + 4) = 0x2a;
  *(undefined ***)this = &PTR__CNavMesh_00ca8588;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x48) = 0;
  *(undefined ***)(this + 0x4c8) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x4cc) = 0;
  *(undefined4 *)(this + 0x4d0) = 0xbf800000;
  *(undefined4 *)(this + 0x4d4) = 0;
  *(undefined4 *)(this + 0x4d8) = 0;
  *(undefined4 *)(this + 0x4dc) = 0;
  *(undefined4 *)(this + 0x4e0) = 0;
  *(undefined4 *)(this + 0x4e4) = 0;
  *(undefined4 *)(this + 0x4e8) = 0;
  *(undefined4 *)(this + 0x4ec) = 0;
  *(undefined4 *)(this + 0x4f0) = 0;
  *(undefined4 *)(this + 0x4f4) = 0;
  *(undefined4 *)(this + 0x4f8) = 0;
  *(undefined4 *)(this + 0x510) = 0;
  *(undefined4 *)(this + 0x514) = 0;
  *(undefined4 *)(this + 0x518) = 0;
  *(undefined4 *)(this + 0x51c) = 0;
  *(undefined4 *)(this + 0x520) = 0;
  *(undefined4 *)(this + 0x558) = 0;
  *(undefined4 *)(this + 0x55c) = 0;
  *(undefined4 *)(this + 0x560) = 0;
  *(undefined4 *)(this + 0x564) = 0;
  *(undefined4 *)(this + 0x568) = 0;
  *(undefined4 *)(this + 0x574) = 0;
  *(undefined4 *)(this + 0x578) = 0;
  *(undefined4 *)(this + 0x57c) = 0;
  *(undefined4 *)(this + 0x580) = 0;
  *(undefined4 *)(this + 0x584) = 0;
  *(undefined4 *)(this + 0x588) = 0;
  *(undefined4 *)(this + 0x58c) = 0;
  *(undefined4 *)(this + 0x590) = 0;
  *(undefined4 *)(this + 0x594) = 0;
  *(undefined4 *)(this + 0x598) = 0;
  *(undefined4 *)(this + 0x59c) = 0;
  *(undefined4 *)(this + 0x5a0) = 0;
  *(undefined4 *)(this + 0x5a4) = 0;
  *(undefined4 *)(this + 0x5a8) = 0;
  *(undefined4 *)(this + 0x5ac) = 0;
  *(undefined4 *)(this + 0x5b0) = 0;
  *(undefined4 *)(this + 0x5b4) = 0;
  *(undefined4 *)(this + 0x5b8) = 0;
  *(undefined4 *)(this + 0x5bc) = 0;
  *(undefined4 *)(this + 0x5c0) = 0;
  *(undefined4 *)(this + 0x5c4) = 0;
  *(undefined4 *)(this + 0x5c8) = 0;
  *(undefined4 *)(this + 0x5cc) = 0;
  *(undefined4 *)(this + 0x5d0) = 0;
  *(undefined4 *)(this + 0x5d4) = 0;
                    /* try { // try from 0074345c to 00743460 has its CatchHandler @ 0074355f */
  CUtlString::CUtlString((CUtlString *)(this + 0x5dc));
  *(undefined4 *)(this + 0x554) = 0;
  *(undefined4 *)(this + 0x20) = 0x43960000;
  *(undefined4 *)(this + 0x458) = 0;
  this[0x534] = (CNavMesh)0x0;
  *(undefined4 *)(this + 0x570) = 0;
  *(undefined4 *)(this + 0x454) = 0;
  *(undefined4 *)(this + 0x450) = 0;
  this[9] = (CNavMesh)0x0;
  this[10] = (CNavMesh)0x0;
  *(undefined4 *)(this + 0x5d8) = 0;
                    /* try { // try from 007434b6 to 00743556 has its CatchHandler @ 007436a8 */
  LoadPlaceDatabase(this);
  piVar1 = gameeventmanager;
  this[8] = (CNavMesh)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"round_start",1);
  piVar1 = gameeventmanager;
  this[8] = (CNavMesh)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"round_start_pre_entity",1);
  piVar1 = gameeventmanager;
  this[8] = (CNavMesh)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"break_prop",1);
  piVar1 = gameeventmanager;
  this[8] = (CNavMesh)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"break_breakable",1);
  Reset(this);
  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)