CNavMesh::CommandNavBeginDragSelecting
0x0070b610 · 380 bytes · __thiscall
_ZN8CNavMesh28CommandNavBeginDragSelectingEv
Decompiled
undefined (1 param)
/* CNavMesh::CommandNavBeginDragSelecting() */
void __thiscall CNavMesh::CommandNavBeginDragSelecting(CNavMesh *this)
{
undefined4 uVar1;
CBaseEntity *this_00;
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if ((this_00 != (CBaseEntity *)0x0) &&
((*(uint *)(this + 0x458) < 2 || (*(uint *)(this + 0x458) == 4)))) {
FindActiveNavArea(this);
if (*(int *)(this + 0x458) == 4) {
*(undefined4 *)(this + 0x4f4) = 0;
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x47c) = 4;
*(undefined4 *)(this + 0x458) = 0;
this[0x4fc] = (CNavMesh)0x0;
this[0x4fd] = (CNavMesh)0x0;
this[0x4fe] = (CNavMesh)0x0;
CBaseEntity::EmitSound(this_00,"EDIT_BEGIN_AREA.NotCreating",0.0,(float *)0x0);
}
else {
CBaseEntity::EmitSound(this_00,"EDIT_BEGIN_AREA.NotCreating",0.0,(float *)0x0);
*(undefined4 *)(this + 0x4c4) = 0;
uVar1 = nav_drag_selection_volume_zmax_offset._28_4_;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x480) = *(undefined4 *)(this + 0x464);
*(undefined4 *)(this + 0x47c) = 4;
*(undefined4 *)(this + 0x484) = *(undefined4 *)(this + 0x468);
*(undefined4 *)(this + 0x458) = 4;
this[0x4fc] = (CNavMesh)0x0;
this[0x4fd] = (CNavMesh)0x0;
this[0x4fe] = (CNavMesh)0x0;
*(undefined4 *)(this + 0x488) = *(undefined4 *)(this + 0x46c);
*(undefined4 *)(this + 0x500) = *(undefined4 *)(uVar1 + 0x30);
*(undefined4 *)(this + 0x504) =
*(undefined4 *)(nav_drag_selection_volume_zmin_offset._28_4_ + 0x30);
}
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x47c) = 4;
return;
}
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.