CLogicNavigation::UpdateProperty
0x006ef9a0 · 173 bytes · __thiscall
_ZN16CLogicNavigation14UpdatePropertyEv
Decompiled
undefined (1 param)
/* CLogicNavigation::UpdateProperty() */
void __thiscall CLogicNavigation::UpdateProperty(CLogicNavigation *this)
{
CBaseEntity *pCVar1;
char *pcVar2;
pCVar1 = (CBaseEntity *)0x0;
while( true ) {
pcVar2 = *(char **)(this + 0xf8);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
pCVar1 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,pCVar1,pcVar2,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (pCVar1 == (CBaseEntity *)0x0) break;
if (this[0x444] == (CLogicNavigation)0x0) {
if (((byte)this[0x448] & 1) != 0) {
*(undefined4 *)(pCVar1 + 0x254) = 0;
}
}
else if ((((byte)this[0x448] & 1) != 0) &&
(*(float *)(pCVar1 + 0x254) <= 3.4028235e+38 &&
*(float *)(pCVar1 + 0x254) != 3.4028235e+38)) {
*(undefined4 *)(pCVar1 + 0x254) = 0x7f7fffff;
}
}
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.