L L4D2node

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 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)