nav_select_radius
0x00710010 · 426 bytes · __cdecl
_ZL17nav_select_radiusRK8CCommand
Decompiled
undefined (1 param)
/* nav_select_radius(CCommand const&) */
void nav_select_radius(CCommand *param_1)
{
CNavArea *this;
char cVar1;
CBaseEntity *this_00;
int iVar2;
int iVar3;
double dVar4;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
int local_20;
cVar1 = UTIL_IsCommandIssuedByServerAdmin();
if ((cVar1 != '\0') && (cVar1 = (**(code **)(*engine + 8))(engine), cVar1 == '\0')) {
if (*(int *)param_1 < 2) {
Msg("Needs a radius\n");
}
else {
dVar4 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
if (this_00 != (CBaseEntity *)0x0) {
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
local_24 = (float)dVar4 * (float)dVar4;
local_20 = 0;
local_30 = *(float *)(this_00 + 0x2e0);
local_2c = *(float *)(this_00 + 0x2e4);
local_28 = *(float *)(this_00 + 0x2e8);
if (0 < DAT_00fe6000) {
iVar3 = 0;
do {
this = *(CNavArea **)(TheNavAreas + iVar3 * 4);
if (*(int *)(TheNavMesh + 0x4e0) < 1) {
LAB_0071011c:
CNavArea::GetClosestPointOnArea(this,(Vector *)&local_30,(Vector *)&local_3c);
if ((local_38 - local_2c) * (local_38 - local_2c) +
(local_34 - local_28) * (local_34 - local_28) +
(local_3c - local_30) * (local_3c - local_30) < local_24) {
CNavMesh::AddToSelectedSet(TheNavMesh,this);
local_20 = local_20 + 1;
}
}
else if (this != (CNavArea *)**(int **)(TheNavMesh + 0x4d4)) {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == *(int *)(TheNavMesh + 0x4e0)) goto LAB_0071011c;
} while (this != (CNavArea *)(*(int **)(TheNavMesh + 0x4d4))[iVar2]);
}
iVar3 = iVar3 + 1;
} while (iVar3 < DAT_00fe6000);
}
Msg("%d areas added to selection\n",local_20);
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.