CNavMesh::DoToggleAttribute
0x0070e970 · 94 bytes · __thiscall
_ZN8CNavMesh17DoToggleAttributeEP8CNavArea16NavAttributeType
Decompiled
undefined (3 params)
/* CNavMesh::DoToggleAttribute(CNavArea*, NavAttributeType) */
void __thiscall CNavMesh::DoToggleAttribute(CNavMesh *this,CNavArea *param_1,uint param_3)
{
uint uVar1;
uVar1 = *(uint *)(param_1 + 0x54);
*(uint *)(param_1 + 0x54) = uVar1 ^ param_3;
if (param_3 != 0x100) {
return;
}
if (((uVar1 ^ param_3) & 0x100) == 0) {
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::FindAndRemove
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x574),¶m_1);
return;
}
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x574),
*(int *)(this + 0x580),¶m_1);
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.