CNavLadder::ScriptIsConnected
0x00732990 · 112 bytes · __thiscall
_ZN10CNavLadder17ScriptIsConnectedEP9HSCRIPT__i
Decompiled
undefined (3 params)
/* CNavLadder::ScriptIsConnected(HSCRIPT__*, int) */
undefined4 __thiscall CNavLadder::ScriptIsConnected(CNavLadder *this,HSCRIPT__ *param_1,int param_2)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
undefined4 uVar4;
if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
if ((iVar3 != 0) && (param_2 < 2)) {
uVar4 = IsConnected();
return uVar4;
}
}
return 0;
}
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.