CommandNavPlaceList
0x00743a70 · 330 bytes · unknown
_Z19CommandNavPlaceListv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CommandNavPlaceList() */
void CommandNavPlaceList(void)
{
uint uVar1;
char cVar2;
int iVar3;
undefined4 uVar4;
int iVar5;
int iVar6;
uint local_34;
uint *local_30;
undefined4 local_2c;
undefined4 local_28;
int local_24;
uint *local_20;
cVar2 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar2 == '\0') {
return;
}
iVar6 = 0;
local_30 = (uint *)0x0;
local_2c = 0;
local_28 = 0;
local_24 = 0;
local_20 = (uint *)0x0;
if (0 < DAT_00fe6000) {
iVar5 = 0;
do {
local_34 = *(uint *)(*(int *)(TheNavAreas + iVar5 * 4) + 0x94);
if (local_34 != 0) {
if (iVar6 < 1) {
LAB_00743b00:
/* try { // try from 00743b0e to 00743b7b has its CatchHandler @ 00743bc8 */
CUtlVector<unsigned_int,CUtlMemory<unsigned_int,int>>::InsertBefore
((CUtlVector<unsigned_int,CUtlMemory<unsigned_int,int>> *)&local_30,iVar6,
&local_34);
iVar6 = local_24;
}
else if (local_34 != *local_30) {
iVar3 = 0;
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar6) goto LAB_00743b00;
} while (local_34 != local_30[iVar3]);
if (iVar3 < 0) goto LAB_00743b00;
}
}
iVar5 = iVar5 + 1;
} while (iVar5 < DAT_00fe6000);
}
Msg("Map uses %d place names:\n",iVar6);
iVar6 = 0;
if (0 < local_24) {
do {
uVar4 = 0;
uVar1 = local_30[iVar6];
if ((uVar1 != 0) && (uVar1 <= *(uint *)(TheNavMesh + 0x454))) {
uVar4 = *(undefined4 *)(*(int *)(TheNavMesh + 0x450) + -4 + uVar1 * 4);
}
Msg(&DAT_00ca5b8b,uVar4);
iVar6 = iVar6 + 1;
} while (iVar6 < local_24);
}
local_24 = 0;
CUtlMemory<unsigned_int,int>::Purge((CUtlMemory<unsigned_int,int> *)&local_30);
local_20 = local_30;
CUtlMemory<unsigned_int,int>::Purge((CUtlMemory<unsigned_int,int> *)&local_30);
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.