L L4D2node

TerrorNavMesh::SpewUnconnectedAreas

0x00978010 · 172 bytes · __cdecl

_ZN13TerrorNavMesh20SpewUnconnectedAreasEv.part.217

Decompiled

undefined (0 params)

/* TerrorNavMesh::SpewUnconnectedAreas() [clone .part.217] */

void TerrorNavMesh::SpewUnconnectedAreas(void)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  ZombieDebugPrint(1,"Unconnected Area(s):\n");
  if (0 < DAT_00fe6000) {
    do {
      while ((iVar1 = *(int *)(TheNavAreas + iVar2 * 4), iVar1 == 0 ||
             (*(float *)(iVar1 + 0x154) != -9999.0))) {
        iVar2 = iVar2 + 1;
        if (DAT_00fe6000 <= iVar2) {
          return;
        }
      }
      iVar2 = iVar2 + 1;
      ZombieDebugPrint(2,"Area %d(%f %f %f)\n",*(undefined4 *)(iVar1 + 0x8c),
                       (double)*(float *)(iVar1 + 0x2c),(double)*(float *)(iVar1 + 0x30),
                       (double)*(float *)(iVar1 + 0x34));
    } while (iVar2 < 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)