CNavMesh::StichAndRemoveJumpAreas
0x0072c780 · 189 bytes · __thiscall
_ZN8CNavMesh23StichAndRemoveJumpAreasEv
Decompiled
undefined (1 param)
/* CNavMesh::StichAndRemoveJumpAreas() */
void __thiscall CNavMesh::StichAndRemoveJumpAreas(CNavMesh *this)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
int iVar7;
JumpConnector local_1d [13];
iVar5 = 0;
if (0 < DAT_00fe6000) {
do {
iVar4 = 0;
iVar2 = *(int *)(TheNavAreas + iVar5 * 4);
iVar3 = iVar2 + 0x114;
if ((*(byte *)(iVar2 + 0x54) & 2) != 0) {
do {
iVar6 = (&CSWTCH_1514)[iVar4];
iVar4 = iVar4 + 1;
iVar7 = iVar2 + 0x58 + iVar6 * 4;
JumpConnector::TryToConnect(local_1d,iVar2,iVar3,iVar7,iVar6,iVar5,iVar6,iVar7);
iVar1 = iVar3 + -0xbc;
iVar3 = iVar3 + 4;
JumpConnector::TryToConnect(local_1d,iVar2,iVar1,iVar7,iVar6);
} while (iVar4 != 4);
}
iVar5 = iVar5 + 1;
} while (iVar5 < DAT_00fe6000);
}
RemoveJumpAreas(this);
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.