CNavMesh::ScriptGetNavAreaByID
0x0073a0e0 · 63 bytes · __thiscall
_ZN8CNavMesh20ScriptGetNavAreaByIDEi
Decompiled
undefined (2 params)
/* CNavMesh::ScriptGetNavAreaByID(int) */
undefined4 __thiscall CNavMesh::ScriptGetNavAreaByID(CNavMesh *this,int param_1)
{
TerrorNavArea *this_00;
undefined4 uVar1;
if (param_1 != 0) {
for (this_00 = *(TerrorNavArea **)(this + (param_1 & 0xffU) * 4 + 0x50);
this_00 != (TerrorNavArea *)0x0; this_00 = *(TerrorNavArea **)(this_00 + 0x110)) {
if (param_1 == *(int *)(this_00 + 0x8c)) {
uVar1 = TerrorNavArea::GetScriptInstance(this_00);
return uVar1;
}
}
}
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.