CNavMesh::CommandNavAddToSelectedSetByID
0x0070ed30 · 252 bytes · __thiscall
_ZN8CNavMesh30CommandNavAddToSelectedSetByIDERK8CCommand
Decompiled
undefined (2 params)
/* CNavMesh::CommandNavAddToSelectedSetByID(CCommand const&) */
void __thiscall CNavMesh::CommandNavAddToSelectedSetByID(CNavMesh *this,CCommand *param_1)
{
CBaseEntity *this_00;
uint uVar1;
CNavArea *pCVar2;
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if (((this_00 != (CBaseEntity *)0x0) && (*(uint *)(this + 0x458) < 2)) && (1 < *(int *)param_1)) {
uVar1 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
pCVar2 = (CNavArea *)GetNavAreaByID(this,uVar1);
if (pCVar2 != (CNavArea *)0x0) {
AddToSelectedSet(this,pCVar2);
CBaseEntity::EmitSound(this_00,"EDIT_MARK.Enable",0.0,(float *)0x0);
Msg("Added area %d. ( to go there: setpos %f %f %f )\n",uVar1,
(double)*(float *)(pCVar2 + 0x2c),(double)*(float *)(pCVar2 + 0x30),
(double)(*(float *)(pCVar2 + 0x34) + 5.0));
return;
}
Msg();
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.