L L4D2node

TerrorEditSelectWithAttribute

0x00971b60 · 340 bytes · __cdecl

_Z29TerrorEditSelectWithAttributeRK8CCommand

Decompiled

undefined (1 param)

/* TerrorEditSelectWithAttribute(CCommand const&) */

void TerrorEditSelectWithAttribute(CCommand *param_1)

{
  CNavArea *pCVar1;
  uint uVar2;
  char *pcVar3;
  undefined1 *puVar4;
  int iVar5;
  int iVar6;
  
  CNavMesh::ClearSelectedSet(TheNavMesh);
  if (*(int *)param_1 != 2) {
    if (*(int *)param_1 < 1) {
      puVar4 = &DAT_00d539c2;
    }
    else {
      puVar4 = *(undefined1 **)(param_1 + 0x408);
    }
    Msg("Usage: %s <attribute>\n",puVar4);
    return;
  }
  uVar2 = NameToSpawnAttribute(*(char **)(param_1 + 0x40c));
  if (uVar2 == 0) {
    pcVar3 = "";
    if (1 < *(int *)param_1) {
      pcVar3 = *(char **)(param_1 + 0x40c);
    }
    uVar2 = NameToNavAttribute(pcVar3);
    if (uVar2 == 0) {
      puVar4 = &DAT_00d539c2;
      if (1 < *(int *)param_1) {
        puVar4 = *(undefined1 **)(param_1 + 0x40c);
      }
      Msg("Unknown attribute \'%s\'",puVar4);
    }
    else if (0 < DAT_00fe6000) {
      iVar5 = 0;
      iVar6 = 0;
      do {
        pCVar1 = *(CNavArea **)(TheNavAreas + iVar5 * 4);
        if ((*(uint *)(pCVar1 + 0x54) & uVar2) != 0) {
          iVar6 = iVar6 + 1;
          CNavMesh::AddToSelectedSet(TheNavMesh,pCVar1);
        }
        iVar5 = iVar5 + 1;
      } while (iVar5 < DAT_00fe6000);
      goto LAB_00971c88;
    }
  }
  else {
    iVar5 = 0;
    iVar6 = 0;
    if (0 < DAT_00fe6000) {
      do {
        while (pCVar1 = *(CNavArea **)(TheNavAreas + iVar5 * 4),
              (*(uint *)(pCVar1 + 300) & uVar2) == 0) {
          iVar5 = iVar5 + 1;
          if (DAT_00fe6000 <= iVar5) goto LAB_00971c88;
        }
        iVar5 = iVar5 + 1;
        iVar6 = iVar6 + 1;
        CNavMesh::AddToSelectedSet(TheNavMesh,pCVar1);
      } while (iVar5 < DAT_00fe6000);
      goto LAB_00971c88;
    }
  }
  iVar6 = 0;
LAB_00971c88:
  Msg("%d areas added to selection\n",iVar6);
  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)