CNavArea::IsConnected
0x006fb910 · 58 bytes · __thiscall
_ZNK8CNavArea11IsConnectedEPK10CNavLadderNS0_19LadderDirectionTypeE
Decompiled
undefined (3 params)
/* CNavArea::IsConnected(CNavLadder const*, CNavLadder::LadderDirectionType) const */
undefined4 __thiscall CNavArea::IsConnected(CNavArea *this,int param_1,int param_3)
{
int *piVar1;
int iVar2;
int iVar3;
piVar1 = *(int **)(this + param_3 * 4 + 0x68);
if (*piVar1 < 1) {
return 0;
}
if (piVar1[1] != param_1) {
iVar3 = 0;
do {
if (iVar3 + 1 == *piVar1) {
return 0;
}
iVar2 = iVar3 + 2;
iVar3 = iVar3 + 1;
} while (piVar1[iVar2] != param_1);
}
return 1;
}
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.