L L4D2node

CommandNavSelectThreat

0x00972ae0 · 138 bytes · unknown

_Z22CommandNavSelectThreatv

Decompiled

undefined (0 params)

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

void CommandNavSelectThreat(void)

{
  CNavArea *pCVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  
  cVar2 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar2 != '\0') {
    iVar4 = 0;
    CNavMesh::ClearSelectedSet(TheNavMesh);
    if (0 < DAT_00fe6000) {
      do {
        pCVar1 = *(CNavArea **)(TheNavAreas + iVar4 * 4);
        if ((pCVar1 != (CNavArea *)0x0) && (((byte)pCVar1[0x12d] & 0x40) != 0)) {
          CNavMesh::AddToSelectedSet(TheNavMesh,pCVar1);
        }
        iVar4 = iVar4 + 1;
      } while (iVar4 < DAT_00fe6000);
    }
    uVar3 = CNavMesh::GetSelecteSetSize(TheNavMesh);
    Msg("Selected %d areas.\n",uVar3);
    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)