CNavMesh::AddToSelectedSet
0x0070eb40 · 98 bytes · __thiscall
_ZN8CNavMesh16AddToSelectedSetEP8CNavArea
Decompiled
undefined (2 params)
/* CNavMesh::AddToSelectedSet(CNavArea*) */
void __thiscall CNavMesh::AddToSelectedSet(CNavMesh *this,CNavArea *param_1)
{
int iVar1;
int iVar2;
if (param_1 != (CNavArea *)0x0) {
iVar1 = *(int *)(this + 0x4e0);
if (0 < iVar1) {
if (param_1 == (CNavArea *)**(int **)(this + 0x4d4)) {
return;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_0070eb7c;
} while (param_1 != (CNavArea *)(*(int **)(this + 0x4d4))[iVar2]);
if (iVar2 != -1) {
return;
}
}
LAB_0070eb7c:
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x4d4),iVar1,¶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.