CNavArea::ComputeMinMaxCornerZ
0x006fa980 · 151 bytes · __thiscall
_ZN8CNavArea20ComputeMinMaxCornerZEv
Decompiled
undefined (1 param)
/* CNavArea::ComputeMinMaxCornerZ() */
void __thiscall CNavArea::ComputeMinMaxCornerZ(CNavArea *this)
{
byte bVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
fVar3 = *(float *)(this + 0x24);
fVar4 = *(float *)(this + 0xc);
bVar1 = (byte)this[0x7c] & 0xf;
this[0x7c] = (CNavArea)(bVar1 | 0x50);
if (fVar4 <= fVar3) {
fVar2 = fVar3;
if (fVar4 < fVar3) {
this[0x7c] = (CNavArea)(bVar1 | 0x10);
fVar3 = fVar4;
}
}
else {
this[0x7c] = (CNavArea)(bVar1 | 0x40);
fVar2 = fVar4;
}
fVar4 = *(float *)(this + 0x18);
if (fVar4 <= fVar2) {
if (fVar4 < fVar3) {
fVar5 = *(float *)(this + 0x28);
this[0x7c] = (CNavArea)((byte)this[0x7c] & 0x3f | 0x80);
if (fVar2 < fVar5) goto LAB_006fa9ff;
goto LAB_006fa9cc;
}
}
else {
this[0x7c] = (CNavArea)((byte)this[0x7c] & 0xcf | 0x20);
fVar2 = fVar4;
}
fVar5 = *(float *)(this + 0x28);
fVar4 = fVar3;
if (fVar2 < fVar5) {
LAB_006fa9ff:
this[0x7c] = (CNavArea)((byte)this[0x7c] | 0x30);
return;
}
LAB_006fa9cc:
if (fVar5 < fVar4) {
this[0x7c] = (CNavArea)((byte)this[0x7c] | 0xc0);
}
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.