CNavMesh::CommandNavPlaceSet
0x0070cc70 · 88 bytes · __thiscall
_ZN8CNavMesh18CommandNavPlaceSetEv
Decompiled
undefined (1 param)
/* CNavMesh::CommandNavPlaceSet() */
void __thiscall CNavMesh::CommandNavPlaceSet(CNavMesh *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = UTIL_GetListenServerHost();
iVar2 = TheNavMesh;
if (((iVar3 != 0) && (*(int *)(this + 0x458) == 1)) && (0 < *(int *)(this + 0x4e0))) {
iVar3 = 0;
do {
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
*(undefined4 *)(*(int *)(*(int *)(this + 0x4d4) + iVar1) + 0x94) =
*(undefined4 *)(iVar2 + 0x460);
} while (iVar3 < *(int *)(this + 0x4e0));
}
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.