L L4D2node

TerrorEditSelectCliff

0x00971ce0 · 92 bytes · unknown

_Z21TerrorEditSelectCliffv

Decompiled

undefined (0 params)

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

void TerrorEditSelectCliff(void)

{
  CNavArea *pCVar1;
  int iVar2;
  
  iVar2 = 0;
  CNavMesh::ClearSelectedSet(TheNavMesh);
  if (0 < DAT_00fe6000) {
    do {
      while (pCVar1 = *(CNavArea **)(TheNavAreas + iVar2 * 4), ((byte)pCVar1[0x55] & 0x80) == 0) {
        iVar2 = iVar2 + 1;
        if (DAT_00fe6000 <= iVar2) {
          return;
        }
      }
      iVar2 = iVar2 + 1;
      CNavMesh::AddToSelectedSet(TheNavMesh,pCVar1);
    } while (iVar2 < 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)