CommandNavUsePlace
0x007439c0 · 158 bytes · __cdecl
_Z18CommandNavUsePlaceRK8CCommand
Decompiled
undefined (1 param)
/* CommandNavUsePlace(CCommand const&) */
void CommandNavUsePlace(CCommand *param_1)
{
char cVar1;
char *pcVar2;
uint uVar3;
undefined4 uVar4;
cVar1 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar1 != '\0') {
if (*(int *)param_1 == 1) {
CNavMesh::PrintAllPlaces(TheNavMesh);
return;
}
pcVar2 = "";
if (1 < *(int *)param_1) {
pcVar2 = *(char **)(param_1 + 0x40c);
}
uVar3 = CNavMesh::PartialNameToPlace(TheNavMesh,pcVar2);
if (uVar3 == 0) {
Msg();
return;
}
uVar4 = 0;
if (uVar3 <= *(uint *)(TheNavMesh + 0x454)) {
uVar4 = *(undefined4 *)(*(int *)(TheNavMesh + 0x450) + -4 + uVar3 * 4);
}
Msg("Current place set to \'%s\'\n",uVar4);
*(uint *)(TheNavMesh + 0x460) = uVar3;
}
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.