nav_test_stairs
0x00724d90 · 94 bytes · __cdecl
_ZL15nav_test_stairsRK8CCommand
Decompiled
undefined (1 param)
/* nav_test_stairs(CCommand const&) */
void nav_test_stairs(CCommand *param_1)
{
char cVar1;
int *piVar2;
int iVar3;
int iVar4;
piVar2 = (int *)CNavMesh::GetSelectedSet(TheNavMesh);
if (piVar2[3] < 1) {
iVar4 = 0;
}
else {
iVar3 = 0;
iVar4 = 0;
do {
cVar1 = CNavArea::TestStairs(*(CNavArea **)(*piVar2 + iVar3 * 4));
iVar4 = (iVar4 + 1) - (uint)(cVar1 == '\0');
iVar3 = iVar3 + 1;
} while (iVar3 < piVar2[3]);
}
Msg("Marked %d areas as stairs\n",iVar4);
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.