CNavLadder::ConnectTo
0x007326b0 · 183 bytes · __thiscall
_ZN10CNavLadder9ConnectToEP8CNavArea
Decompiled
undefined (2 params)
/* CNavLadder::ConnectTo(CNavArea*) */
void __thiscall CNavLadder::ConnectTo(CNavLadder *this,CNavArea *param_1)
{
uint uVar1;
uint uVar2;
if (*(float *)(param_1 + 0x34) <= (*(float *)(this + 0x18) + *(float *)(this + 0xc)) * 0.5) {
*(CNavArea **)(this + 0x34) = param_1;
return;
}
if (ABS(*(float *)(param_1 + 0x30) - *(float *)(this + 8)) <
ABS(*(float *)(param_1 + 0x2c) - *(float *)(this + 4))) {
uVar2 = *(uint *)(this + 0x3c);
uVar1 = (uint)(*(float *)(param_1 + 0x2c) - *(float *)(this + 4) <= 0.0) * 2 + 1;
if (uVar2 == uVar1) goto LAB_00732757;
}
else {
uVar2 = *(uint *)(this + 0x3c);
uVar1 = (uint)(0.0 < *(float *)(param_1 + 0x30) - *(float *)(this + 8)) * 2;
if (uVar2 == uVar1) {
LAB_00732757:
*(CNavArea **)(this + 0x30) = param_1;
return;
}
}
if (uVar2 < 4) {
if (uVar1 == *(uint *)(CSWTCH_1176 + uVar2 * 4)) {
LAB_00732768:
*(CNavArea **)(this + 0x24) = param_1;
return;
}
if (uVar1 == *(uint *)(CSWTCH_1178 + uVar2 * 4)) {
*(CNavArea **)(this + 0x28) = param_1;
return;
}
}
else if (uVar1 == 0) goto LAB_00732768;
*(CNavArea **)(this + 0x2c) = param_1;
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.