CNavMesh::RemoveJumpAreas
0x0072c640 · 291 bytes · __thiscall
_ZN8CNavMesh15RemoveJumpAreasEv
Decompiled
undefined (1 param)
/* CNavMesh::RemoveJumpAreas() */
void __thiscall CNavMesh::RemoveJumpAreas(CNavMesh *this)
{
undefined4 uVar1;
int iVar2;
int iVar3;
CNavArea *local_34;
int local_30 [8];
if (*(int *)(nav_generate_fixup_jump_areas._28_4_ + 0x30) == 0) {
return;
}
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
if (0 < DAT_00fe6000) {
iVar2 = 0;
iVar3 = 0;
do {
local_34 = *(CNavArea **)(TheNavAreas + iVar3 * 4);
if (((byte)local_34[0x54] & 2) == 0) {
if (DAT_00fe6000 <= iVar3 + 1) goto LAB_0072c6de;
}
else {
/* try { // try from 0072c6cb to 0072c73b has its CatchHandler @ 0072c76e */
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)local_30,iVar2,&local_34);
iVar2 = local_30[3];
if (DAT_00fe6000 <= iVar3 + 1) goto LAB_0072c6de;
}
iVar3 = iVar3 + 1;
} while( true );
}
LAB_0072c718:
(**(code **)(*(int *)this + 0x84))(this);
SetMarkedArea(this,(CNavArea *)0x0);
local_30[3] = 0;
*(undefined4 *)(this + 0x47c) = 4;
CUtlMemory<CNavArea*,int>::Purge((CUtlMemory<CNavArea*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CNavArea*,int>::Purge((CUtlMemory<CNavArea*,int> *)local_30);
return;
LAB_0072c6de:
if (0 < iVar2) {
iVar2 = 0;
do {
uVar1 = *(undefined4 *)(local_30[0] + iVar2 * 4);
(**(code **)(*TheNavMesh + 0x70))(TheNavMesh,uVar1);
(**(code **)(*TheNavMesh + 0x18))(TheNavMesh,uVar1);
iVar2 = iVar2 + 1;
} while (iVar2 < local_30[3]);
}
goto LAB_0072c718;
}
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.