CNavMesh::OnEditDestroyNotify
0x0070e080 · 389 bytes · __thiscall
_ZN8CNavMesh19OnEditDestroyNotifyEP8CNavArea
Decompiled
undefined (2 params)
/* CNavMesh::OnEditDestroyNotify(CNavArea*) */
void __thiscall CNavMesh::OnEditDestroyNotify(CNavMesh *this,CNavArea *param_1)
{
CNavArea *pCVar1;
char cVar2;
int *piVar3;
int iVar4;
uint uVar5;
int iVar6;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x474) = 0;
*(undefined4 *)(this + 0x478) = 0;
*(undefined4 *)(this + 0x4bc) = 0;
*(undefined4 *)(this + 0x4c0) = 0;
*(undefined4 *)(this + 0x4c4) = 0;
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FindAndRemove
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x588),¶m_1);
iVar6 = 0;
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FindAndRemove
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x5b0),¶m_1);
if (0 < DAT_00fe6000) {
do {
piVar3 = *(int **)(TheNavAreas + iVar6 * 4);
iVar6 = iVar6 + 1;
(**(code **)(*piVar3 + 0x28))(piVar3,param_1);
} while (iVar6 < DAT_00fe6000);
}
pCVar1 = param_1;
iVar6 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
piVar3 = (int *)UTIL_PlayerByIndex(iVar6);
if ((((piVar3 != (int *)0x0) && (piVar3[0xc] != 0)) &&
(piVar3[0xc] - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
(((cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar2 != '\0' && (piVar3[0x7db] != 2))
&& (iVar4 = (**(code **)(*piVar3 + 0x148))(piVar3), iVar4 == 0)))) {
(**(code **)(*piVar3 + 0x540))(piVar3,pCVar1);
}
iVar6 = iVar6 + 1;
} while (iVar6 <= *(int *)(gpGlobals + 0x14));
}
iVar6 = TheNextBots();
uVar5 = (uint)*(ushort *)(iVar6 + 0x10);
if (uVar5 != 0xffff) {
iVar4 = *(int *)(iVar6 + 4);
do {
piVar3 = *(int **)(iVar4 + uVar5 * 8);
piVar3 = (int *)(**(code **)(*piVar3 + 0xb4))(piVar3);
(**(code **)(*piVar3 + 0x540))(piVar3,pCVar1);
iVar4 = *(int *)(iVar6 + 4);
uVar5 = (uint)*(ushort *)(iVar4 + 6 + uVar5 * 8);
} while (uVar5 != 0xffff);
}
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.