CNavArea::ComputeEarliestOccupyTimes
0x0071c840 · 399 bytes · __thiscall
_ZN8CNavArea26ComputeEarliestOccupyTimesEv
Decompiled
undefined (1 param)
/* CNavArea::ComputeEarliestOccupyTimes() */
void __thiscall CNavArea::ComputeEarliestOccupyTimes(CNavArea *this)
{
undefined4 uVar1;
CBaseEntity *pCVar2;
float fVar3;
ShortestPathCost local_1d [13];
uVar1 = nav_quicksave._28_4_;
*(undefined4 *)(this + 0xd4) = 0x42f00000;
*(undefined4 *)(this + 0xd8) = 0x42f00000;
if (*(int *)(uVar1 + 0x30) == 0) {
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"info_player_terrorist");
for (; pCVar2 != (CBaseEntity *)0x0;
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar2,"info_player_terrorist")) {
if (((byte)pCVar2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(pCVar2);
}
fVar3 = NavAreaTravelDistance<ShortestPathCost>
((Vector *)(pCVar2 + 0x2e0),(Vector *)(this + 0x2c),local_1d);
if ((0.0 <= fVar3) && (fVar3 * 0.004166667 < *(float *)(this + 0xd4))) {
*(float *)(this + 0xd4) = fVar3 * 0.004166667;
}
}
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,
"info_player_counterterrorist");
for (; pCVar2 != (CBaseEntity *)0x0;
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar2,"info_player_counterterrorist")) {
if (((byte)pCVar2[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(pCVar2);
}
fVar3 = NavAreaTravelDistance<ShortestPathCost>
((Vector *)(pCVar2 + 0x2e0),(Vector *)(this + 0x2c),local_1d);
if ((0.0 <= fVar3) && (fVar3 * 0.004166667 < *(float *)(this + 0xd8))) {
*(float *)(this + 0xd8) = fVar3 * 0.004166667;
}
}
}
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.