CNavMesh::BuildLadders
0x0072b590 · 157 bytes · __thiscall
_ZN8CNavMesh12BuildLaddersEv
Decompiled
undefined (1 param)
/* CNavMesh::BuildLadders() */
void __thiscall CNavMesh::BuildLadders(CNavMesh *this)
{
int iVar1;
CBaseEntity *pCVar2;
Vector local_34 [12];
Vector local_28 [24];
pCVar2 = (CBaseEntity *)0x0;
DestroyLadders(this);
while( true ) {
iVar1 = CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar2,"func_simpleladder");
if (iVar1 == 0) {
return;
}
pCVar2 = (CBaseEntity *)
__dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CFuncSimpleLadder::typeinfo,0);
if (pCVar2 == (CBaseEntity *)0x0) break;
(**(code **)(*(int *)(pCVar2 + 0x194) + 0x3c))(pCVar2 + 0x194,local_34,local_28);
CreateLadder(this,local_34,local_28,0.0);
}
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.