L L4D2node

nav_simplify_selected

0x00748720 · 127 bytes · __cdecl

_ZL21nav_simplify_selectedRK8CCommand

Decompiled

undefined (1 param)

/* nav_simplify_selected(CCommand const&) */

void nav_simplify_selected(CCommand *param_1)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*engine + 8))(engine);
    if (cVar1 == '\0') {
      iVar2 = CNavMesh::GetSelecteSetSize(TheNavMesh);
      if (iVar2 != 0) {
        CNavMesh::SimplifySelectedAreas(TheNavMesh);
        uVar3 = CNavMesh::GetSelecteSetSize(TheNavMesh);
        Msg("%d areas simplified - %d remain\n",iVar2,uVar3);
        return;
      }
      Msg();
      return;
    }
  }
  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)