CNavMesh::BeginAnalysis
0x00726250 · 436 bytes · __thiscall
_ZN8CNavMesh13BeginAnalysisEb
Decompiled
undefined (2 params)
/* CNavMesh::BeginAnalysis(bool) */
void __thiscall CNavMesh::BeginAnalysis(CNavMesh *this,bool param_1)
{
char cVar1;
int *piVar2;
longdouble lVar3;
CNavMesh *pCVar4;
int *local_3c;
int local_38;
int *local_34;
int local_30;
int *local_2c;
int local_28;
int *local_24 [5];
cVar1 = (**(code **)(*engine + 8))(engine);
if (cVar1 == '\0') {
piVar2 = (int *)UTIL_GetListenServerHost();
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 0x194))(piVar2,1);
(**(code **)(*engine + 0x94))
(engine,"director_no_death_check 1\ndirector_stop\nnb_delete_all\n");
ConVarRef::ConVarRef((ConVarRef *)&local_3c,"mat_fullbright");
ConVarRef::ConVarRef((ConVarRef *)&local_34,"mat_hdr_level");
if (*(int *)(local_38 + 0x30) != 0) {
Warning("Setting mat_fullbright 0\n");
(**(code **)(*local_3c + 8))(local_3c,0);
}
if (*(int *)(local_30 + 0x30) < 2) {
Warning("Enabling HDR and reloading materials\n");
(**(code **)(*local_34 + 8))(local_34,2);
(**(code **)(*engine + 0x9c))(engine,piVar2[0xc],"mat_reloadallmaterials\n");
}
ConVarRef::ConVarRef((ConVarRef *)&local_2c,"host_thread_mode");
*(undefined4 *)(this + 0x570) = *(undefined4 *)(local_28 + 0x30);
(**(code **)(*local_2c + 8))(local_2c,0);
ConVarRef::ConVarRef((ConVarRef *)local_24,"mat_queue_mode");
(**(code **)(*local_24[0] + 8))(local_24[0],0);
}
}
pCVar4 = this;
DestroyHidingSpots();
*(undefined4 *)(this + 0x524) = 2;
*(undefined4 *)(this + 0x52c) = 0;
*(undefined4 *)(this + 0x528) = 4;
this[0x534] = (CNavMesh)param_1;
lastMsgTime = 0;
lVar3 = (longdouble)Plat_FloatTime(pCVar4);
*(float *)(this + 0x538) = (float)lVar3;
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.