CNavArea::CheckWaterLevel
0x00703ec0 · 151 bytes · __thiscall
_ZN8CNavArea15CheckWaterLevelEv
Decompiled
undefined (1 param)
/* CNavArea::CheckWaterLevel() */
void __thiscall CNavArea::CheckWaterLevel(CNavArea *this)
{
char cVar1;
uint uVar2;
undefined4 local_18;
undefined4 local_14;
float local_10;
local_18 = *(undefined4 *)(this + 0x2c);
local_14 = *(undefined4 *)(this + 0x30);
local_10 = *(float *)(this + 0x34);
cVar1 = CNavMesh::GetGroundHeight(TheNavMesh,(Vector *)&local_18,&local_10,(Vector *)0x0);
if (cVar1 == '\0') {
this[0xa4] = (CNavArea)0x0;
return;
}
local_10 = local_10 + 1.0;
uVar2 = (**(code **)*enginetrace)(enginetrace,(Vector *)&local_18,0x4030,0);
this[0xa4] = (CNavArea)((uVar2 & 0x4030) != 0);
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.