Path::NextSegment
0x003e3010 · 92 bytes · __thiscall
_ZNK4Path11NextSegmentEPKNS_7SegmentE
Decompiled
undefined (2 params)
/* Path::NextSegment(Path::Segment const*) const */
Path * __thiscall Path::NextSegment(Path *this,Segment *param_1)
{
char cVar1;
int iVar2;
if (param_1 != (Segment *)0x0) {
cVar1 = (**(code **)(*(int *)this + 0x44))(this);
if (((cVar1 != '\0') && (iVar2 = ((int)param_1 - (int)(this + 4) >> 2) * -0xf0f0f0f, -1 < iVar2)
) && (iVar2 < *(int *)(this + 0x4404) + -1)) {
return this + (iVar2 + 1) * 0x44 + 4;
}
}
return (Path *)0x0;
}
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.