CNavArea::SaveToSelectedSet
0x00736730 · 97 bytes · __thiscall
_ZNK8CNavArea17SaveToSelectedSetEP9KeyValues
Decompiled
undefined (2 params)
/* CNavArea::SaveToSelectedSet(KeyValues*) const */
void __thiscall CNavArea::SaveToSelectedSet(CNavArea *this,KeyValues *param_1)
{
char *pcVar1;
char *pcVar2;
pcVar1 = (char *)CNavMesh::PlaceToName(TheNavMesh,*(uint *)(this + 0x94));
pcVar2 = "";
if (pcVar1 != (char *)0x0) {
pcVar2 = pcVar1;
}
KeyValues::SetString(param_1,"Place",pcVar2);
KeyValues::SetInt(param_1,"Attributes",*(int *)(this + 0x54));
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.