CNavMesh::MarkPlayerClipAreas
0x00724950 · 405 bytes · __cdecl
_ZN8CNavMesh19MarkPlayerClipAreasEv
Decompiled
undefined (0 params)
/* CNavMesh::MarkPlayerClipAreas() */
void CNavMesh::MarkPlayerClipAreas(void)
{
int iVar1;
char cVar2;
int iVar3;
undefined4 local_cc;
undefined4 local_c8;
float local_c4;
undefined4 local_bc;
undefined4 local_b8;
undefined4 local_b4;
undefined4 local_ac;
undefined4 local_a8;
undefined4 local_a4;
undefined4 local_9c;
undefined4 local_98;
undefined4 local_94;
undefined4 local_8c;
undefined1 local_88;
undefined1 local_87;
Vector local_70 [12];
Vector local_64 [32];
float local_44;
if (0 < DAT_00fe6000) {
iVar3 = 0;
do {
while( true ) {
iVar1 = *(int *)(TheNavAreas + iVar3 * 4);
local_bc = 0;
local_b8 = 0;
local_b4 = 0x41800000;
local_ac = 0;
local_c4 = *(float *)(iVar1 + 0x34) + 16.0;
local_a8 = 0;
local_a4 = 0;
local_cc = *(undefined4 *)(iVar1 + 0x2c);
local_c8 = *(undefined4 *)(iVar1 + 0x30);
local_87 = 1;
local_8c = 0;
local_9c = 0;
local_98 = 0;
local_94 = 0;
local_88 = 1;
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x10000,0,local_70);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_70,local_64,0xff,0xff,0,true,-1.0);
}
if ((local_44 < 1.0) &&
(cVar2 = CGameTrace::DidHitNonWorldEntity((CGameTrace *)local_70), cVar2 == '\0')) break;
iVar3 = iVar3 + 1;
if (DAT_00fe6000 <= iVar3) {
return;
}
}
*(uint *)(iVar1 + 0x54) = *(uint *)(iVar1 + 0x54) | 0x40000;
iVar3 = iVar3 + 1;
} while (iVar3 < DAT_00fe6000);
}
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.