CNavArea::CompressIDs
0x006fa490 · 121 bytes · __cdecl
_ZN8CNavArea11CompressIDsEv
Decompiled
undefined (0 params)
/* CNavArea::CompressIDs() */
void CNavArea::CompressIDs(void)
{
CNavArea *pCVar1;
int iVar2;
int iVar3;
iVar3 = 0;
m_nextID = 1;
iVar2 = 1;
if (0 < DAT_00fe6000) {
do {
pCVar1 = *(CNavArea **)(TheNavAreas + iVar3 * 4);
m_nextID = iVar2 + 1;
iVar3 = iVar3 + 1;
*(int *)(pCVar1 + 0x8c) = iVar2;
(**(code **)(*(int *)TheNavMesh + 0x8c))(TheNavMesh,pCVar1);
CNavMesh::AddNavArea(TheNavMesh,pCVar1);
iVar2 = m_nextID;
} while (iVar3 < DAT_00fe6000);
}
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.