CNavMesh::SquareUpAreas
0x00724df0 · 115 bytes · __cdecl
_ZN8CNavMesh13SquareUpAreasEv
Decompiled
undefined (0 params)
/* CNavMesh::SquareUpAreas() */
void CNavMesh::SquareUpAreas(void)
{
CNavArea *this;
char cVar1;
int iVar2;
iVar2 = 0;
LAB_00724e00:
do {
if (DAT_00fe6000 <= iVar2) {
return;
}
while( true ) {
this = *(CNavArea **)(TheNavAreas + iVar2 * 4);
iVar2 = iVar2 + 1;
cVar1 = CNavArea::HasNodes(this);
if ((cVar1 == '\0') || (cVar1 = CNavArea::IsRoughlySquare(), cVar1 != '\0'))
goto LAB_00724e00;
if (*(float *)(this + 0x10) - *(float *)(this + 4) <=
*(float *)(this + 0x14) - *(float *)(this + 8)) break;
splitX(this);
if (DAT_00fe6000 <= iVar2) {
return;
}
}
splitY(this);
} while( true );
}
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.