CNavMesh::GetNextWalkableSeedNode
0x00727630 · 163 bytes · __thiscall
_ZN8CNavMesh23GetNextWalkableSeedNodeEv
Decompiled
undefined (1 param)
/* CNavMesh::GetNextWalkableSeedNode() */
CNavNode * __thiscall CNavMesh::GetNextWalkableSeedNode(CNavMesh *this)
{
undefined4 *puVar1;
int iVar2;
CNavNode *this_00;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
iVar2 = *(int *)(this + 0x56c);
if (iVar2 < *(int *)(this + 0x564)) {
puVar1 = (undefined4 *)(*(int *)(this + 0x558) + iVar2 * 0x18);
local_24 = *puVar1;
local_20 = puVar1[1];
local_1c = puVar1[2];
local_18 = puVar1[3];
local_14 = puVar1[4];
local_10 = puVar1[5];
*(int *)(this + 0x56c) = iVar2 + 1;
iVar2 = CNavNode::GetNode((Vector *)&local_24);
if (iVar2 == 0) {
this_00 = ::operator_new(0x94);
/* try { // try from 007276cc to 007276d0 has its CatchHandler @ 007276da */
CNavNode::CNavNode(this_00,(Vector *)&local_24,(Vector *)&local_18,(CNavNode *)0x0,false);
return this_00;
}
}
return (CNavNode *)0x0;
}
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.