CNavMesh::SnapToGrid
0x00709d40 · 286 bytes · __cdecl
_ZNK8CNavMesh10SnapToGridERK6Vectorbbb
Decompiled
undefined (4 params)
/* CNavMesh::SnapToGrid(Vector const&, bool, bool, bool) const */
Vector * CNavMesh::SnapToGrid(Vector *param_1,bool param_2,bool param_3,bool param_4)
{
float fVar1;
float fVar2;
int iVar3;
float fVar4;
float fVar5;
float fVar6;
undefined3 in_stack_0000000d;
char in_stack_00000014;
bool in_stack_00000018;
if (*(int *)(TheNavMesh + 0x528) == 0) {
iVar3 = GetGridSize(in_stack_00000018);
if (iVar3 == 0) {
*(float *)param_1 = *_param_3;
*(float *)(param_1 + 4) = _param_3[1];
*(float *)(param_1 + 8) = _param_3[2];
return param_1;
}
}
else {
iVar3 = 0x19;
}
fVar5 = *_param_3;
fVar4 = _param_3[1];
fVar1 = _param_3[2];
if (param_4) {
fVar6 = (float)iVar3;
fVar2 = fVar6;
if (fVar5 < 0.0) {
fVar2 = -fVar6;
}
fVar5 = (float)((int)(fVar5 + fVar2 * 0.5) / (int)fVar6) * fVar6;
}
if (in_stack_00000014 != '\0') {
fVar6 = (float)iVar3;
fVar2 = fVar6;
if (fVar4 < 0.0) {
fVar2 = -fVar6;
}
fVar4 = (float)((int)(fVar4 + fVar2 * 0.5) / (int)fVar6) * fVar6;
}
*(float *)param_1 = fVar5;
*(float *)(param_1 + 4) = fVar4;
*(float *)(param_1 + 8) = fVar1;
return param_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.