L L4D2node

CNavMesh::GenerateNodes

0x00747ce0 · 122 bytes · __thiscall

_ZN8CNavMesh13GenerateNodesERK6Extent

Decompiled

undefined (2 params)

/* CNavMesh::GenerateNodes(Extent const&) */

void __thiscall CNavMesh::GenerateNodes(CNavMesh *this,Extent *param_1)

{
  undefined4 uVar1;
  char cVar2;
  
  *(undefined4 *)(this + 0x53c) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x540) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x544) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x548) = *(undefined4 *)(param_1 + 0xc);
  *(undefined4 *)(this + 0x54c) = *(undefined4 *)(param_1 + 0x10);
  uVar1 = *(undefined4 *)(param_1 + 0x14);
  *(undefined4 *)(this + 0x56c) = 0;
  *(undefined4 *)(this + 0x550) = uVar1;
  do {
    cVar2 = SampleStep(this);
  } while (cVar2 != '\0');
  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)