L L4D2node

nav_print_visible_set_counts

0x00976bc0 · 119 bytes · __cdecl

_ZL28nav_print_visible_set_countsRK8CCommand

Decompiled

undefined (1 param)

/* nav_print_visible_set_counts(CCommand const&) */

void nav_print_visible_set_counts(CCommand *param_1)

{
  TerrorNavArea *this;
  undefined4 uVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = 0;
  if (0 < DAT_00fe6000) {
    do {
      this = *(TerrorNavArea **)(TheNavAreas + iVar3 * 4);
      uVar1 = TerrorNavArea::GetPotentiallyVisibleSetSize(this,true);
      uVar2 = TerrorNavArea::GetPotentiallyVisibleSetSize(this,false);
      iVar4 = iVar3 + 1;
      Msg("%8d %8d %8d %8d\n",iVar3,*(undefined4 *)(this + 0x8c),uVar2,uVar1);
      iVar3 = iVar4;
    } while (iVar4 < 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)