L L4D2node

TerrorEditClearAttribute

0x009728c0 · 385 bytes · __cdecl

_Z24TerrorEditClearAttributeRK8CCommand

Decompiled

undefined (1 param)

/* TerrorEditClearAttribute(CCommand const&) */

void TerrorEditClearAttribute(CCommand *param_1)

{
  uint *puVar1;
  int iVar2;
  CNavMesh *pCVar3;
  char cVar4;
  uint uVar5;
  char *pcVar6;
  uint uVar7;
  undefined1 *puVar8;
  int iVar9;
  int iVar10;
  
  iVar10 = 1;
  if (*(int *)param_1 < 2) {
    if (*(int *)param_1 == 1) {
      puVar8 = *(undefined1 **)(param_1 + 0x408);
    }
    else {
      puVar8 = &DAT_00d539c2;
    }
    Msg("Usage: %s <attribute1> [attribute2...]\n",puVar8);
    return;
  }
  do {
    while( true ) {
      uVar5 = NameToSpawnAttribute(*(char **)(param_1 + iVar10 * 4 + 0x408));
      pcVar6 = "";
      if (iVar10 < *(int *)param_1) {
        pcVar6 = *(char **)(param_1 + iVar10 * 4 + 0x408);
      }
      uVar7 = NameToNavAttribute(pcVar6);
      pCVar3 = TheNavMesh;
      if (uVar5 != 0) break;
      if (uVar7 == 0) {
        puVar8 = &DAT_00d539c2;
        if (iVar10 < *(int *)param_1) {
          puVar8 = *(undefined1 **)(param_1 + iVar10 * 4 + 0x408);
        }
        Msg("Unknown attribute \'%s\'",puVar8);
      }
      else {
        cVar4 = CNavMesh::IsSelectedSetEmpty(TheNavMesh);
        if (cVar4 == '\0') {
          iVar9 = 0;
          if (0 < *(int *)(pCVar3 + 0x4e0)) {
            do {
              iVar2 = iVar9 * 4;
              iVar9 = iVar9 + 1;
              puVar1 = (uint *)(*(int *)(*(int *)(pCVar3 + 0x4d4) + iVar2) + 0x54);
              *puVar1 = *puVar1 & ~uVar7;
            } while (iVar9 < *(int *)(pCVar3 + 0x4e0));
          }
        }
        else if (*(int *)(pCVar3 + 0x474) != 0) {
          puVar1 = (uint *)(*(int *)(pCVar3 + 0x474) + 0x54);
          *puVar1 = *puVar1 & ~uVar7;
        }
      }
LAB_00972909:
      iVar10 = iVar10 + 1;
      if (*(int *)param_1 <= iVar10) {
        return;
      }
    }
    cVar4 = CNavMesh::IsSelectedSetEmpty(TheNavMesh);
    if (cVar4 != '\0') {
      if (*(int *)(pCVar3 + 0x474) != 0) {
        puVar1 = (uint *)(*(int *)(pCVar3 + 0x474) + 300);
        *puVar1 = *puVar1 & ~uVar5;
      }
      goto LAB_00972909;
    }
    iVar9 = 0;
    if (*(int *)(pCVar3 + 0x4e0) < 1) goto LAB_00972909;
    do {
      iVar2 = iVar9 * 4;
      iVar9 = iVar9 + 1;
      puVar1 = (uint *)(*(int *)(*(int *)(pCVar3 + 0x4d4) + iVar2) + 300);
      *puVar1 = *puVar1 & ~uVar5;
    } while (iVar9 < *(int *)(pCVar3 + 0x4e0));
    iVar10 = iVar10 + 1;
    if (*(int *)param_1 <= iVar10) {
      return;
    }
  } while( true );
}

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)