CNavMesh::MarkJumpAreas
0x00724af0 · 309 bytes · __thiscall
_ZN8CNavMesh13MarkJumpAreasEv
Decompiled
undefined (1 param)
/* CNavMesh::MarkJumpAreas() */
void __thiscall CNavMesh::MarkJumpAreas(CNavMesh *this)
{
CNavArea *this_00;
char cVar1;
int iVar2;
float fVar3;
float local_50;
Vector local_4c [8];
float local_44;
Vector local_40 [8];
float local_38;
undefined4 local_34;
undefined4 local_30;
float local_2c;
Vector local_28 [8];
float local_20;
iVar2 = 0;
if (0 < DAT_00fe6000) {
do {
while( true ) {
this_00 = *(CNavArea **)(TheNavAreas + iVar2 * 4);
cVar1 = CNavArea::HasNodes(this_00);
if (cVar1 != '\0') break;
LAB_00724b10:
iVar2 = iVar2 + 1;
if (DAT_00fe6000 <= iVar2) {
return;
}
}
CNavArea::ComputeNormal(this_00,local_4c,false);
CNavArea::ComputeNormal(this_00,local_40,true);
fVar3 = local_38;
if (local_44 <= local_38) {
fVar3 = local_44;
}
if (*(float *)(nav_slope_limit._28_4_ + 0x2c) <= fVar3) {
if (fVar3 < *(float *)(nav_slope_limit._28_4_ + 0x2c) +
*(float *)(nav_slope_tolerance._28_4_ + 0x2c)) {
local_34 = *(undefined4 *)(this_00 + 0x2c);
local_30 = *(undefined4 *)(this_00 + 0x30);
local_2c = *(float *)(this_00 + 0x34) + 35.5;
cVar1 = GetSimpleGroundHeight(this,(Vector *)&local_34,&local_50,local_28);
if ((cVar1 != '\0') &&
(*(float *)(nav_slope_tolerance._28_4_ + 0x2c) <= ABS(local_20 - fVar3) &&
ABS(local_20 - fVar3) != *(float *)(nav_slope_tolerance._28_4_ + 0x2c)))
goto LAB_00724c00;
}
goto LAB_00724b10;
}
LAB_00724c00:
*(uint *)(this_00 + 0x54) = *(uint *)(this_00 + 0x54) | 0x2002;
iVar2 = iVar2 + 1;
} while (iVar2 < 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.