WitchLocomotion::IsAreaTraversable
0x0053e860 · 156 bytes · __thiscall
_ZNK15WitchLocomotion17IsAreaTraversableEPK8CNavArea
Decompiled
undefined (2 params)
/* WitchLocomotion::IsAreaTraversable(CNavArea const*) const */
undefined4 __thiscall WitchLocomotion::IsAreaTraversable(WitchLocomotion *this,CNavArea *param_1)
{
char cVar1;
int *piVar2;
int iVar3;
undefined4 uVar4;
cVar1 = CNavArea::IsBlocked(param_1,3,false);
if (cVar1 == '\0') {
piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar2 = (int *)(**(code **)(*piVar2 + 0xb4))(piVar2);
iVar3 = (**(code **)(*piVar2 + 0x52c))(piVar2);
if ((((iVar3 == 0) || ((*(uint *)(iVar3 + 300) & 0x880) != 0)) ||
(cVar1 = CDirector::AllowWitchesInCheckpoints(TheDirector), cVar1 != '\0')) ||
((*(uint *)(param_1 + 300) & 0x880) == 0)) {
uVar4 = ZombieBotLocomotion::IsAreaTraversable((ZombieBotLocomotion *)this,param_1);
return uVar4;
}
}
return 0;
}
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.