CNavMesh::FindNavAreaOrLadderAlongRay
0x00709f90 · 55 bytes · __thiscall
_ZN8CNavMesh27FindNavAreaOrLadderAlongRayERK6VectorS2_PP8CNavAreaPP10CNavLadderS4_
Decompiled
undefined (6 params)
/* CNavMesh::FindNavAreaOrLadderAlongRay(Vector const&, Vector const&, CNavArea**, CNavLadder**,
CNavArea*) */
longlong __thiscall
CNavMesh::FindNavAreaOrLadderAlongRay
(CNavMesh *this,Vector *param_1,Vector *param_2,CNavArea **param_3,CNavLadder **param_4,
CNavArea *param_5)
{
longlong lVar1;
if (*(int *)(this + 0x18) == 0) {
return ZEXT48(param_1) << 0x20;
}
lVar1 = FindNavAreaOrLadderAlongRay
((CNavMesh *)param_3,(Vector *)param_4,(Vector *)param_5,param_3,param_4,param_5
);
return lVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.