CBaseCombatCharacter::IsAreaTraversable
0x005f0a80 · 56 bytes · __thiscall
_ZNK20CBaseCombatCharacter17IsAreaTraversableEPK8CNavArea
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::IsAreaTraversable(CNavArea const*) const */
uint __thiscall
CBaseCombatCharacter::IsAreaTraversable(CBaseCombatCharacter *this,CNavArea *param_1)
{
uint uVar1;
int iVar2;
uVar1 = 0;
if (param_1 != (CNavArea *)0x0) {
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
uVar1 = CNavArea::IsBlocked(param_1,iVar2,false);
uVar1 = uVar1 ^ 1;
}
return uVar1;
}
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.