TerrorEditClearAllAttributes
0x00972f50 · 111 bytes · unknown
_Z28TerrorEditClearAllAttributesv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* TerrorEditClearAllAttributes() */
void TerrorEditClearAllAttributes(void)
{
uint *puVar1;
int iVar2;
CNavMesh *pCVar3;
char cVar4;
int iVar5;
pCVar3 = TheNavMesh;
cVar4 = CNavMesh::IsSelectedSetEmpty(TheNavMesh);
if (cVar4 == '\0') {
iVar5 = 0;
if (0 < *(int *)(pCVar3 + 0x4e0)) {
do {
iVar2 = iVar5 * 4;
iVar5 = iVar5 + 1;
puVar1 = (uint *)(*(int *)(*(int *)(pCVar3 + 0x4d4) + iVar2) + 300);
*puVar1 = *puVar1 & 0xffff0000;
} while (iVar5 < *(int *)(pCVar3 + 0x4e0));
}
}
else if (*(int *)(pCVar3 + 0x474) != 0) {
puVar1 = (uint *)(*(int *)(pCVar3 + 0x474) + 300);
*puVar1 = *puVar1 & 0xffff0000;
}
CNavMesh::ClearSelectedSet(TheNavMesh);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.