CNavMesh::BeginGeneration
0x0072c470 · 455 bytes · __thiscall
_ZN8CNavMesh15BeginGenerationEb
Decompiled
undefined (2 params)
/* CNavMesh::BeginGeneration(bool) */
void __thiscall CNavMesh::BeginGeneration(CNavMesh *this,bool param_1)
{
char cVar1;
int iVar2;
int *piVar3;
longdouble lVar4;
iVar2 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"nav_generate",0,0);
if (iVar2 != 0) {
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar2,0);
}
(**(code **)(*engine + 0x94))(engine,"director_stop\nnb_delete_all\n");
if (param_1) {
ConVar::SetValue(0xfe72e0);
*(undefined4 *)(this + 0x524) = 0;
*(undefined4 *)(this + 0x530) = 0;
*(undefined4 *)(this + 0x528) = 2;
lastMsgTime = 0;
DestroyNavigationMesh(this,true);
*(undefined4 *)(this + 0x460) = 0;
InitConnectionBlockers(this);
}
else {
cVar1 = (**(code **)(*engine + 8))(engine);
if (cVar1 == '\0') {
piVar3 = (int *)UTIL_GetListenServerHost();
if (piVar3 != (int *)0x0) {
(**(code **)(*piVar3 + 0x194))(piVar3,1);
}
}
*(undefined4 *)(this + 0x524) = 0;
*(undefined4 *)(this + 0x530) = 0;
*(undefined4 *)(this + 0x528) = 1;
lastMsgTime = 0;
DestroyNavigationMesh(this,false);
*(undefined4 *)(this + 0x460) = 0;
InitConnectionBlockers(this);
BuildLadders(this);
(**(code **)(*(int *)this + 0x7c))(this);
}
*(undefined4 *)(this + 0x508) = 0;
if (*(int *)(this + 0x564) != 0) {
*(undefined4 *)(this + 0x56c) = 0;
Msg("Generating Navigation Mesh...\n");
lVar4 = (longdouble)Plat_FloatTime();
*(float *)(this + 0x538) = (float)lVar4;
return;
}
*(undefined4 *)(this + 0x528) = 0;
Msg();
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.