CNavMesh::ConnectGeneratedAreas
0x0072bd90 · 278 bytes · __thiscall
_ZN8CNavMesh21ConnectGeneratedAreasEv
Decompiled
undefined (1 param)
/* CNavMesh::ConnectGeneratedAreas() */
void __thiscall CNavMesh::ConnectGeneratedAreas(CNavMesh *this)
{
undefined4 uVar1;
CNavArea *this_00;
char cVar2;
int iVar3;
int iVar4;
int local_30;
undefined1 local_1d [13];
Msg("Connecting navigation areas...\n");
local_30 = 0;
if (0 < DAT_00fe6000) {
do {
uVar1 = *(undefined4 *)(TheNavAreas + local_30 * 4);
iVar4 = 0;
do {
iVar3 = iVar4 + 1;
ConnectAreaEdge(this,uVar1,iVar4);
iVar4 = iVar3;
} while (iVar3 != 4);
local_30 = local_30 + 1;
} while (local_30 < DAT_00fe6000);
}
if ((*(int *)(this + 0x528) == 2) && (iVar4 = 0, 0 < DAT_00fe6000)) {
do {
this_00 = *(CNavArea **)(TheNavAreas + iVar4 * 4);
cVar2 = CNavArea::HasNodes(this_00);
if (cVar2 != '\0') {
StitchAreaIntoMesh<IncrementallyGeneratedAreas>(this,this_00,0,local_1d);
StitchAreaIntoMesh<IncrementallyGeneratedAreas>(this,this_00,2,local_1d);
StitchAreaIntoMesh<IncrementallyGeneratedAreas>(this,this_00,1,local_1d);
StitchAreaIntoMesh<IncrementallyGeneratedAreas>(this,this_00,3,local_1d);
}
iVar4 = iVar4 + 1;
} while (iVar4 < DAT_00fe6000);
}
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.