L L4D2node

TerrorNavMesh::PostLoad

0x00994aa0 · 259 bytes · __thiscall

_ZN13TerrorNavMesh8PostLoadEj

Decompiled

undefined (2 params)

/* TerrorNavMesh::PostLoad(unsigned int) */

undefined4 __thiscall TerrorNavMesh::PostLoad(TerrorNavMesh *this,uint param_1)

{
  undefined4 uVar1;
  CBaseEntity *pCVar2;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  uVar1 = CNavMesh::PostLoad((CNavMesh *)this,param_1);
  pCVar2 = (CBaseEntity *)0x0;
  PostLoadEntityScan(this);
  while( true ) {
    pCVar2 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassname
                       ((CGlobalEntityList *)gEntList,pCVar2,"func_nav_attribute_region");
    if (pCVar2 == (CBaseEntity *)0x0) break;
    local_30[0] = 0;
    local_24 = 0xffffffff;
    local_20 = 0;
    (**(code **)(*(int *)pCVar2 + 0xb4))(pCVar2,"ApplyNavAttributes",0,0,local_30,0);
  }
  pCVar2 = (CBaseEntity *)0x0;
  while( true ) {
    pCVar2 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassname
                       ((CGlobalEntityList *)gEntList,pCVar2,"point_nav_attribute_region");
    if (pCVar2 == (CBaseEntity *)0x0) break;
    local_30[0] = 0;
    local_24 = 0xffffffff;
    local_20 = 0;
    (**(code **)(*(int *)pCVar2 + 0xb4))(pCVar2,"ApplyNavAttributes",0,0,local_30,0);
  }
  return uVar1;
}

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)