L L4D2node

CommandNavTestVisibility

0x00975750 · 188 bytes · unknown

_Z24CommandNavTestVisibilityv

Decompiled

undefined (0 params)

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

void CommandNavTestVisibility(void)

{
  TerrorNavArea *pTVar1;
  char cVar2;
  TerrorNavArea *this;
  int iVar3;
  CBaseEntity *this_00;
  undefined4 uVar4;
  
  cVar2 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar2 != '\0') {
    this = (TerrorNavArea *)CNavMesh::GetMarkedArea(TheNavMesh);
    if ((this != (TerrorNavArea *)0x0) &&
       (pTVar1 = *(TerrorNavArea **)(TheNavMesh + 0x474), pTVar1 != (TerrorNavArea *)0x0)) {
      iVar3 = UTIL_GetListenServerHost();
      if (iVar3 != 0) {
        this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
        CBaseEntity::EmitSound(this_00,"EDIT_PLACE_PICK",0.0,(float *)0x0);
      }
      uVar4 = TerrorNavArea::ComputeVisibility(this,pTVar1,false,true,(bool *)0x0);
      DevMsg("Visibility from %d to %d is %d\n",*(undefined4 *)(this + 0x8c),
             *(undefined4 *)(pTVar1 + 0x8c),uVar4);
      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)