CNavArea::GetRandomAdjacentArea
0x006fcc10 · 95 bytes · __thiscall
_ZNK8CNavArea21GetRandomAdjacentAreaE10NavDirType
Decompiled
undefined (2 params)
/* CNavArea::GetRandomAdjacentArea(NavDirType) const */
int __thiscall CNavArea::GetRandomAdjacentArea(CNavArea *this,int param_2)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = RandomInt(0,**(int **)(this + param_2 * 4 + 0x58) + -1);
iVar1 = **(int **)(this + param_2 * 4 + 0x58);
if (iVar1 < 1) {
return 0;
}
iVar3 = 0;
if (iVar2 == 0) {
iVar3 = 0;
}
else {
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar1) {
return 0;
}
} while (iVar2 != iVar3);
}
return (*(int **)(this + param_2 * 4 + 0x58))[iVar3 * 2 + 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.