CNavMesh::AddWalkableSeed
0x0072c070 · 237 bytes · __thiscall
_ZN8CNavMesh15AddWalkableSeedERK6VectorS2_
Decompiled
undefined (3 params)
/* CNavMesh::AddWalkableSeed(Vector const&, Vector const&) */
void __thiscall CNavMesh::AddWalkableSeed(CNavMesh *this,Vector *param_1,Vector *param_2)
{
uint uVar1;
float fVar2;
float local_34;
float local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
fVar2 = 12.5;
uVar1 = -(uint)(*(float *)param_1 < 0.0);
local_34 = (float)((int)((float)(~uVar1 & 0x41480000 | uVar1 & 0xc1480000) + *(float *)param_1) /
0x19) * 25.0;
if (*(float *)(param_1 + 4) < 0.0) {
fVar2 = -12.5;
}
local_30 = (float)((int)(*(float *)(param_1 + 4) + fVar2) / 0x19) * 25.0;
local_2c = *(undefined4 *)(param_1 + 8);
local_28 = *(undefined4 *)param_2;
local_24 = *(undefined4 *)(param_2 + 4);
local_20 = *(undefined4 *)(param_2 + 8);
CUtlVector<CNavMesh::WalkableSeedSpot,CUtlMemory<CNavMesh::WalkableSeedSpot,int>>::InsertBefore
((CUtlVector<CNavMesh::WalkableSeedSpot,CUtlMemory<CNavMesh::WalkableSeedSpot,int>> *)
(this + 0x558),*(int *)(this + 0x564),(WalkableSeedSpot *)&local_34);
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.