CLogicNavigation::OnEntitySpawned
0x006ef760 · 115 bytes · __thiscall
_ZN16CLogicNavigation15OnEntitySpawnedEP11CBaseEntity
Decompiled
undefined (2 params)
/* CLogicNavigation::OnEntitySpawned(CBaseEntity*) */
void __thiscall CLogicNavigation::OnEntitySpawned(CLogicNavigation *this,CBaseEntity *param_1)
{
char *pcVar1;
char cVar2;
char *pcVar3;
if ((this[0x444] != (CLogicNavigation)0x0) && (((byte)this[0x448] & 1) != 0)) {
pcVar1 = *(char **)(this + 0xf8);
if (*(char **)(param_1 + 0x154) != pcVar1) {
pcVar3 = "";
if (pcVar1 != (char *)0x0) {
pcVar3 = pcVar1;
}
cVar2 = CBaseEntity::NameMatchesComplex(param_1,pcVar3);
if (cVar2 == '\0') {
return;
}
}
if (*(float *)(param_1 + 0x254) <= 3.4028235e+38 && *(float *)(param_1 + 0x254) != 3.4028235e+38
) {
*(undefined4 *)(param_1 + 0x254) = 0x7f7fffff;
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.