CNavArea::PlaceOnGround
0x00701f00 · 508 bytes · __thiscall
_ZN8CNavArea13PlaceOnGroundE13NavCornerTypef
Decompiled
undefined (3 params)
/* CNavArea::PlaceOnGround(NavCornerType, float) */
void __thiscall CNavArea::PlaceOnGround(CNavArea *this,uint param_2,float param_3)
{
longdouble lVar1;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
local_44 = *(float *)(this + 0xc);
local_4c = *(float *)(this + 4) + param_3;
local_48 = *(float *)(this + 8) + param_3;
local_40 = *(float *)(this + 0x10) - param_3;
local_3c = *(float *)(this + 0x14) - param_3;
local_38 = *(float *)(this + 0x18);
local_2c = *(float *)(this + 0x24);
local_20 = *(float *)(this + 0x28);
local_34 = local_40;
local_30 = local_48;
local_28 = local_4c;
local_24 = local_3c;
if ((param_2 & 0xfffffffb) == 0) {
lVar1 = (longdouble)FindGroundZ((Vector *)&local_4c,(Vector *)&local_34,(Vector *)&local_28);
RaiseCorner(this,0,(int)((float)lVar1 - local_44),1);
}
if ((param_2 == 1) || (param_2 == 4)) {
lVar1 = (longdouble)FindGroundZ((Vector *)&local_34,(Vector *)&local_4c,(Vector *)&local_40);
RaiseCorner(this,1,(int)((float)lVar1 - local_2c),1);
}
if (param_2 - 3 < 2) {
lVar1 = (longdouble)FindGroundZ((Vector *)&local_28,(Vector *)&local_4c,(Vector *)&local_40);
RaiseCorner(this,3,(int)((float)lVar1 - local_20),1);
}
if ((param_2 != 2) && (param_2 != 4)) {
return;
}
lVar1 = (longdouble)FindGroundZ((Vector *)&local_40,(Vector *)&local_34,(Vector *)&local_28);
RaiseCorner(this,2,(int)((float)lVar1 - local_38),1);
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.