CNavArea::ComputeLighting
0x00703fd0 · 378 bytes · __thiscall
_ZN8CNavArea15ComputeLightingEv
Decompiled
undefined (1 param)
/* CNavArea::ComputeLighting() */
char __thiscall CNavArea::ComputeLighting(CNavArea *this)
{
char cVar1;
int iVar2;
longdouble lVar3;
float fVar4;
float fVar5;
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;
cVar1 = (**(code **)(*engine + 8))(engine);
if (cVar1 != '\0') {
*(undefined4 *)(this + 0xdc) = 0x3f800000;
*(undefined4 *)(this + 0xe0) = 0x3f800000;
*(undefined4 *)(this + 0xe4) = 0x3f800000;
*(undefined4 *)(this + 0xe8) = 0x3f800000;
this[0x3b] = (CNavArea)0xff;
return cVar1;
}
iVar2 = 0;
do {
FindPositionInArea((Vector *)&local_40,this,iVar2);
lVar3 = (longdouble)GetZ(this,local_40,local_3c);
local_38 = (float)lVar3 + 17.5;
cVar1 = CNavMesh::GetGroundHeight(TheNavMesh,(Vector *)&local_40,&local_44,(Vector *)0x0);
if (cVar1 != '\0') {
local_38 = local_44 + 17.5;
}
cVar1 = (**(code **)(*engine + 0x194))(engine,(Vector *)&local_40,0,&local_34);
if (cVar1 == '\0') {
return '\0';
}
cVar1 = GetTerrainAmbientLightAtPoint
((Vector *)&local_40,(Vector *)&local_28,(CBaseAnimating *)0x0);
if (cVar1 == '\0') {
return '\0';
}
fVar4 = local_30 + local_34 + local_2c;
fVar5 = local_24 + local_28 + local_20;
if (fVar4 <= 0.0) {
fVar4 = 0.0;
}
if (1.0 <= fVar4) {
fVar4 = 1.0;
}
if (fVar4 <= fVar5) {
fVar4 = fVar5;
}
*(float *)(this + iVar2 * 4 + 0xdc) = fVar4;
iVar2 = iVar2 + 1;
} while (iVar2 != 4);
RecomputeAverageLightIntensity(this);
return cVar1;
}
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.