CScriptNavBlocker::Spawn
0x00719b20 · 450 bytes · __thiscall
_ZN17CScriptNavBlocker5SpawnEv
Decompiled
undefined (1 param)
/* CScriptNavBlocker::Spawn() */
void __thiscall CScriptNavBlocker::Spawn(CScriptNavBlocker *this)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float local_58;
float local_54;
float local_50;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
CFuncNavBlocker::Spawn((CFuncNavBlocker *)this);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
}
VMatrix::SetupMatrixOrgAngles
((VMatrix *)&local_4c,(Vector *)&vec3_origin,(QAngle *)(this + 0x37c));
fVar1 = *(float *)(this + 0x464);
fVar2 = *(float *)(this + 0x468);
fVar3 = *(float *)(this + 0x46c);
fVar4 = 1.0 / (local_1c * fVar1 + local_18 * fVar2 + local_10 + local_14 * fVar3);
local_54 = ABS((local_3c * fVar1 + local_38 * fVar2 + local_30 + local_34 * fVar3) * fVar4);
*(float *)(this + 0x468) = local_54;
local_50 = ABS((local_2c * fVar1 + local_28 * fVar2 + local_20 + local_24 * fVar3) * fVar4);
*(float *)(this + 0x46c) = local_50;
local_58 = ABS((fVar1 * local_4c + fVar2 * local_48 + local_40 + fVar3 * local_44) * fVar4);
*(float *)(this + 0x464) = local_58;
local_58 = -local_58;
local_54 = -local_54;
local_50 = -local_50;
CCollisionProperty::SetCollisionBounds
((CCollisionProperty *)(this + 0x194),(Vector *)&local_58,(Vector *)(this + 0x464));
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
(Vector *)(this + 0x440),(Vector *)(this + 0x44c));
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.