CNavMesh::StitchAreaSet
0x0072bf70 · 233 bytes · __thiscall
_ZN8CNavMesh13StitchAreaSetEP10CUtlVectorIP8CNavArea10CUtlMemoryIS2_iEE
Decompiled
undefined (2 params)
/* CNavMesh::StitchAreaSet(CUtlVector<CNavArea*, CUtlMemory<CNavArea*, int> >*) */
void __thiscall CNavMesh::StitchAreaSet(CNavMesh *this,CUtlVector *param_1)
{
int iVar1;
int iVar2;
int iVar3;
CUtlVector *local_20 [4];
iVar3 = 0;
local_20[0] = param_1;
if (DAT_00fe6000 < 1) {
return;
}
do {
iVar1 = *(int *)(TheNavAreas + iVar3 * 4);
if (*(int *)(local_20[0] + 0xc) < 1) {
LAB_0072bfc4:
if (DAT_00fe6000 <= iVar3 + 1) {
return;
}
}
else {
if (iVar1 != **(int **)local_20[0]) {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == *(int *)(local_20[0] + 0xc)) goto LAB_0072bfc4;
} while (iVar1 != (*(int **)local_20[0])[iVar2]);
if (iVar2 < 0) goto LAB_0072bfc4;
}
StitchAreaIntoMesh<AreaSet>(this,iVar1,0,local_20);
StitchAreaIntoMesh<AreaSet>(this,iVar1,2,local_20);
StitchAreaIntoMesh<AreaSet>(this,iVar1,1,local_20);
StitchAreaIntoMesh<AreaSet>(this,iVar1,3,local_20);
if (DAT_00fe6000 <= iVar3 + 1) {
return;
}
}
iVar3 = iVar3 + 1;
} 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.