CBaseDoor::BlockNavArea
0x00667430 · 307 bytes · __thiscall
_ZN9CBaseDoor12BlockNavAreaEb
Decompiled
undefined (2 params)
/* CBaseDoor::BlockNavArea(bool) */
void __thiscall CBaseDoor::BlockNavArea(CBaseDoor *this,bool param_1)
{
CNavArea *this_00;
int *piVar1;
int iVar2;
piVar1 = gameeventmanager;
if (param_1) {
if ((*(uint *)(this + 0x148) & 0x60000) != 0) {
iVar2 = 2;
this[0x4c0] = (CBaseDoor)0x1;
(**(code **)(*piVar1 + 0x10))(piVar1,this + 0x4b8,"round_start_post_nav",1);
if ((*(uint *)(this + 0x148) & 0x20000) != 0) {
iVar2 = (-(uint)((*(uint *)(this + 0x148) & 0x40000) == 0) & 4) - 1;
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
this_00 = (CNavArea *)CNavMesh::GetNavArea(TheNavMesh,(Vector *)(this + 0x2e0),120.0);
if (this_00 != (CNavArea *)0x0) {
CNavArea::MarkAsBlocked(this_00,iVar2,(CBaseEntity *)this,true);
*(undefined4 *)(this + 0x5fc) = *(undefined4 *)(this_00 + 0x8c);
}
}
}
else if (0 < (int)*(uint *)(this + 0x5fc)) {
piVar1 = (int *)CNavMesh::GetNavAreaByID(TheNavMesh,*(uint *)(this + 0x5fc));
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x48))(piVar1,1,0xffffffff);
}
*(undefined4 *)(this + 0x5fc) = 0;
return;
}
return;
}
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.