CNavMesh::CommandNavPlaceFloodFill
0x00711ce0 · 143 bytes · __thiscall
_ZN8CNavMesh24CommandNavPlaceFloodFillEv
Decompiled
undefined (1 param)
/* CNavMesh::CommandNavPlaceFloodFill() */
void __thiscall CNavMesh::CommandNavPlaceFloodFill(CNavMesh *this)
{
CNavArea *pCVar1;
int iVar2;
undefined4 local_10 [2];
iVar2 = UTIL_GetListenServerHost();
if ((iVar2 != 0) && (*(int *)(this + 0x458) == 1)) {
FindActiveNavArea(this);
pCVar1 = *(CNavArea **)(this + 0x474);
if (pCVar1 != (CNavArea *)0x0) {
local_10[0] = *(undefined4 *)(pCVar1 + 0x94);
SearchSurroundingAreas<PlaceFloodFillFunctor>
(pCVar1,(Vector *)(pCVar1 + 0x2c),(PlaceFloodFillFunctor *)local_10,-1.0,0,-1);
}
*(undefined4 *)(this + 0x4c4) = 0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x47c) = 4;
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.