CNavArea::IsConnected
0x006fb950 · 238 bytes · __thiscall
_ZNK8CNavArea11IsConnectedEPKS_10NavDirType
Decompiled
undefined (3 params)
/* CNavArea::IsConnected(CNavArea const*, NavDirType) const */
undefined4 __thiscall CNavArea::IsConnected(CNavArea *this,CNavArea *param_1,int param_3)
{
int *piVar1;
int iVar2;
int iVar3;
if (param_1 != this) {
if (param_3 == 4) {
iVar2 = 0;
do {
piVar1 = *(int **)(this + iVar2 * 4 + 0x58);
if (0 < *piVar1) {
if (param_1 == (CNavArea *)piVar1[1]) {
return 1;
}
iVar3 = 0;
while (iVar3 = iVar3 + 1, iVar3 != *piVar1) {
if (param_1 == (CNavArea *)piVar1[iVar3 * 2 + 1]) {
return 1;
}
}
}
iVar2 = iVar2 + 1;
} while (iVar2 != 4);
piVar1 = *(int **)(this + 0x68);
if (*piVar1 < 1) {
LAB_006fba1f:
piVar1 = *(int **)(this + 0x6c);
if (*piVar1 < 1) {
return 0;
}
if (param_1 != *(CNavArea **)(piVar1[1] + 0x34)) {
iVar2 = 0;
do {
if (iVar2 + 1 == *piVar1) {
return 0;
}
iVar3 = iVar2 + 2;
iVar2 = iVar2 + 1;
} while (param_1 != *(CNavArea **)(piVar1[iVar3] + 0x34));
}
}
else {
iVar2 = piVar1[1];
if ((((param_1 != *(CNavArea **)(iVar2 + 0x30)) && (param_1 != *(CNavArea **)(iVar2 + 0x24))
) && (param_1 != *(CNavArea **)(iVar2 + 0x28))) &&
(param_1 != *(CNavArea **)(iVar2 + 0x2c))) {
iVar2 = 0;
do {
if (iVar2 + 1 == *piVar1) goto LAB_006fba1f;
iVar3 = piVar1[iVar2 + 2];
} while (((param_1 != *(CNavArea **)(iVar3 + 0x30)) &&
(param_1 != *(CNavArea **)(iVar3 + 0x24))) &&
((param_1 != *(CNavArea **)(iVar3 + 0x28) &&
(iVar2 = iVar2 + 1, param_1 != *(CNavArea **)(iVar3 + 0x2c)))));
}
}
}
else {
piVar1 = *(int **)(this + param_3 * 4 + 0x58);
if (*piVar1 < 1) {
return 0;
}
if (param_1 != (CNavArea *)piVar1[1]) {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == *piVar1) {
return 0;
}
} while (param_1 != (CNavArea *)piVar1[iVar2 * 2 + 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.