CNavMesh::CommandNavSplice
0x0070ca70 · 285 bytes · __thiscall
_ZN8CNavMesh16CommandNavSpliceEv
Decompiled
undefined (1 param)
/* CNavMesh::CommandNavSplice() */
void __thiscall CNavMesh::CommandNavSplice(CNavMesh *this)
{
char cVar1;
CBaseEntity *this_00;
int iVar2;
CNavArea *pCVar3;
cVar1 = TestFilesWritable(this);
if (cVar1 != '\0') {
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
FindActiveNavArea(this);
if (*(int *)(this + 0x474) != 0) {
iVar2 = GetMarkedArea(this);
if (iVar2 == 0) {
Msg(
"To splice, mark an area, highlight a second area, then invoke the splice command to create an area between them"
);
}
else {
pCVar3 = (CNavArea *)GetMarkedArea(this);
cVar1 = CNavArea::SpliceEdit(*(CNavArea **)(this + 0x474),pCVar3);
if (cVar1 != '\0') {
CBaseEntity::EmitSound(this_00,"EDIT_SPLICE.MarkedArea",0.0,(float *)0x0);
goto LAB_0070cb05;
}
}
CBaseEntity::EmitSound(this_00,"EDIT_SPLICE.NoMarkedArea",0.0,(float *)0x0);
}
LAB_0070cb05:
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x47c) = 4;
*(undefined4 *)(this + 0x4e0) = 0;
*(undefined4 *)(this + 0x474) = 0;
*(undefined4 *)(this + 0x478) = 0;
*(undefined4 *)(this + 0x4bc) = 0;
*(undefined4 *)(this + 0x4c0) = 0;
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.