L L4D2node

TerrorEditSelectInvalidFinaleNoSpawn

0x00971b00 · 89 bytes · unknown

_Z36TerrorEditSelectInvalidFinaleNoSpawnv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* TerrorEditSelectInvalidFinaleNoSpawn() */

void TerrorEditSelectInvalidFinaleNoSpawn(void)

{
  CNavArea *pCVar1;
  uint uVar2;
  int iVar3;
  
  iVar3 = 0;
  CNavMesh::ClearSelectedSet(TheNavMesh);
  if (0 < DAT_00fe6000) {
    do {
      pCVar1 = *(CNavArea **)(TheNavAreas + iVar3 * 4);
      uVar2 = *(uint *)(pCVar1 + 300);
      if (((uVar2 & 0x2000) != 0) && ((uVar2 & 0x40) == 0)) {
        CNavMesh::AddToSelectedSet(TheNavMesh,pCVar1);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_00fe6000);
  }
  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)