CFuncNavBlocker::CalculateBlocked
0x00717a10 · 264 bytes · __cdecl
_ZN15CFuncNavBlocker16CalculateBlockedEPbRK6VectorS3_
Decompiled
undefined (3 params)
/* CFuncNavBlocker::CalculateBlocked(bool*, Vector const&, Vector const&) */
uint CFuncNavBlocker::CalculateBlocked(bool *param_1,Vector *param_2,Vector *param_3)
{
int iVar1;
uint uVar2;
char cVar3;
uint uVar4;
int iVar5;
uint local_28;
int local_20;
*param_1 = false;
param_1[1] = false;
uVar4 = (uint)DAT_00fe677c;
if (uVar4 == 0xffff) {
local_28 = 0;
}
else {
local_28 = 0;
local_20 = 0;
do {
iVar1 = *(int *)(gm_NavBlockers + uVar4 * 8);
iVar5 = 0;
cVar3 = '\0';
do {
if ((*(char *)(iVar1 + 0x458 + iVar5) != '\0') && (param_1[iVar5] == false)) {
if (cVar3 == '\0') {
cVar3 = IsBoxIntersectingBox
((Vector *)(iVar1 + 0x440),(Vector *)(iVar1 + 0x44c),param_2,param_3);
if (cVar3 == '\0') goto LAB_00717a70;
}
if (*(char *)(iVar1 + 0x460) == '\0') {
uVar2 = 1;
if (1 < local_28) {
uVar2 = local_28;
}
}
else {
local_28 = 2;
uVar2 = local_28;
}
local_28 = uVar2;
local_20 = local_20 + 1;
param_1[iVar5] = true;
cVar3 = '\x01';
}
LAB_00717a70:
iVar5 = iVar5 + 1;
} while (iVar5 != 2);
} while ((local_20 != 2) &&
(uVar4 = (uint)*(ushort *)(gm_NavBlockers + 6 + uVar4 * 8), uVar4 != 0xffff));
}
return local_28;
}
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.