CNavMesh::CommandNavLadderFlip
0x0070d850 · 211 bytes · __thiscall
_ZN8CNavMesh20CommandNavLadderFlipEv
Decompiled
undefined (1 param)
/* CNavMesh::CommandNavLadderFlip() */
void __thiscall CNavMesh::CommandNavLadderFlip(CNavMesh *this)
{
uint uVar1;
int iVar2;
CBaseEntity *this_00;
undefined4 uVar3;
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if ((this_00 != (CBaseEntity *)0x0) && (*(int *)(this + 0x458) == 0)) {
FindActiveNavArea(this);
if (*(int *)(this + 0x4bc) != 0) {
CBaseEntity::EmitSound(this_00,"EDIT_MOVE_CORNER.MarkedArea",0.0,(float *)0x0);
uVar3 = 0;
uVar1 = *(uint *)(*(CNavLadder **)(this + 0x4bc) + 0x3c);
if (uVar1 < 4) {
uVar3 = *(undefined4 *)(CSWTCH_1767 + uVar1 * 4);
}
CNavLadder::SetDir(*(CNavLadder **)(this + 0x4bc),uVar3);
iVar2 = *(int *)(this + 0x4bc);
uVar3 = *(undefined4 *)(iVar2 + 0x30);
*(undefined4 *)(iVar2 + 0x30) = *(undefined4 *)(iVar2 + 0x24);
*(undefined4 *)(*(int *)(this + 0x4bc) + 0x24) = uVar3;
iVar2 = *(int *)(this + 0x4bc);
uVar3 = *(undefined4 *)(iVar2 + 0x2c);
*(undefined4 *)(iVar2 + 0x2c) = *(undefined4 *)(iVar2 + 0x28);
*(undefined4 *)(*(int *)(this + 0x4bc) + 0x28) = uVar3;
}
*(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.