ReconnectMergedArea
0x00737890 · 224 bytes · __cdecl
_Z19ReconnectMergedAreaR8CUtlDictIP8CNavAreaiEP9KeyValues10NavDirTypePKc
Decompiled
undefined (4 params)
/* ReconnectMergedArea(CUtlDict<CNavArea*, int>&, KeyValues*, NavDirType, char const*) */
void ReconnectMergedArea(CUtlRBTree<CUtlMap<char_const*,CNavArea*,int>::Node_t,int,CUtlMap<char_const*,CNavArea*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CNavArea*,int>::Node_t,int>,int>>
*param_1,KeyValues *param_2,undefined4 param_3,char *param_4)
{
CNavArea *pCVar1;
int iVar2;
KeyValues *pKVar3;
int local_24 [5];
local_24[0] = KeyValues::GetName(param_2);
if (local_24[0] != 0) {
iVar2 = CUtlRBTree<CUtlMap<char_const*,CNavArea*,int>::Node_t,int,CUtlMap<char_const*,CNavArea*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CNavArea*,int>::Node_t,int>,int>>
::Find(param_1,(Node_t *)local_24);
if (iVar2 != -1) {
pCVar1 = *(CNavArea **)(*(int *)(param_1 + 4) + iVar2 * 0x18 + 0x14);
pKVar3 = (KeyValues *)KeyValues::FindKey(param_2,param_4,true);
if (pKVar3 != (KeyValues *)0x0) {
for (pKVar3 = (KeyValues *)KeyValues::GetFirstValue(pKVar3); pKVar3 != (KeyValues *)0x0;
pKVar3 = (KeyValues *)KeyValues::GetNextValue(pKVar3)) {
iVar2 = KeyValues::GetString(pKVar3,(char *)0x0,"");
if ((iVar2 != 0) &&
(local_24[0] = iVar2,
iVar2 = CUtlRBTree<CUtlMap<char_const*,CNavArea*,int>::Node_t,int,CUtlMap<char_const*,CNavArea*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CNavArea*,int>::Node_t,int>,int>>
::Find(param_1,(Node_t *)local_24), iVar2 != -1)) {
CNavArea::ConnectTo(pCVar1,*(undefined4 *)(*(int *)(param_1 + 4) + iVar2 * 0x18 + 0x14),
param_3);
}
}
}
}
}
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.