CNavMesh::CommandNavCornerPlaceOnGround
0x0070d440 · 424 bytes · __thiscall
_ZN8CNavMesh29CommandNavCornerPlaceOnGroundERK8CCommand
Decompiled
undefined (2 params)
/* CNavMesh::CommandNavCornerPlaceOnGround(CCommand const&) */
void __thiscall CNavMesh::CommandNavCornerPlaceOnGround(CNavMesh *this,CCommand *param_1)
{
int iVar1;
char cVar2;
CBaseEntity *this_00;
int iVar3;
double dVar4;
float local_24;
cVar2 = TestFilesWritable(this);
if (cVar2 != '\0') {
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
local_24 = 0.0;
if (*(int *)param_1 == 2) {
dVar4 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
local_24 = (float)dVar4;
}
if (*(int *)(this + 0x4e0) != 0) {
CBaseEntity::EmitSound(this_00,"EDIT_MOVE_CORNER.MarkedArea",0.0,(float *)0x0);
if (0 < *(int *)(this + 0x4e0)) {
iVar3 = 0;
do {
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
CNavArea::PlaceOnGround(*(CNavArea **)(*(int *)(this + 0x4d4) + iVar1),4,local_24);
} while (iVar3 < *(int *)(this + 0x4e0));
}
Msg();
return;
}
FindActiveNavArea(this);
if (*(CNavArea **)(this + 0x474) != (CNavArea *)0x0) {
if (*(CNavArea **)(this + 0x470) == (CNavArea *)0x0) {
CNavArea::PlaceOnGround(*(CNavArea **)(this + 0x474),4,local_24);
}
else {
CNavArea::PlaceOnGround
(*(CNavArea **)(this + 0x470),*(undefined4 *)(this + 0x47c),local_24);
}
CBaseEntity::EmitSound(this_00,"EDIT_MOVE_CORNER.MarkedArea",0.0,(float *)0x0);
return;
}
CBaseEntity::EmitSound(this_00,"EDIT_MOVE_CORNER.NoMarkedArea",0.0,(float *)0x0);
}
}
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.