CNavLadder::CompressIDs
0x00732530 · 82 bytes · __cdecl
_ZN10CNavLadder11CompressIDsEv
Decompiled
undefined (0 params)
/* CNavLadder::CompressIDs() */
void CNavLadder::CompressIDs(void)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
iVar2 = TheNavMesh;
m_nextID = 1;
if ((TheNavMesh != 0) && (0 < *(int *)(TheNavMesh + 0x51c))) {
iVar3 = 0;
iVar4 = 1;
do {
iVar1 = iVar3 * 4;
iVar3 = iVar3 + 1;
m_nextID = iVar4 + 1;
*(int *)(*(int *)(*(int *)(iVar2 + 0x510) + iVar1) + 0x4c) = iVar4;
iVar4 = iVar4 + 1;
} while (iVar3 < *(int *)(iVar2 + 0x51c));
}
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.