CNavMesh::FindNavAreaAlongRay
0x0073b4a0 · 155 bytes · __thiscall
_ZN8CNavMesh19FindNavAreaAlongRayERK6VectorS2_P9HSCRIPT__
Decompiled
undefined (4 params)
/* CNavMesh::FindNavAreaAlongRay(Vector const&, Vector const&, HSCRIPT__*) */
undefined4 __thiscall
CNavMesh::FindNavAreaAlongRay(CNavMesh *this,Vector *param_1,Vector *param_2,HSCRIPT__ *param_3)
{
code *pcVar1;
char cVar2;
CNavArea *pCVar3;
ScriptClassDesc_t *pSVar4;
undefined4 uVar5;
CNavArea *local_14;
CNavLadder *local_10;
pCVar3 = (CNavArea *)0x0;
local_14 = (CNavArea *)0x0;
local_10 = (CNavLadder *)0x0;
if (param_3 + -1 < (HSCRIPT__ *)0xfffffffe) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar4 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
pCVar3 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_3,pSVar4);
}
cVar2 = FindNavAreaOrLadderAlongRay(TheNavMesh,param_1,param_2,&local_14,&local_10,pCVar3);
if ((cVar2 != '\0') && (local_14 != (CNavArea *)0x0)) {
uVar5 = TerrorNavArea::GetScriptInstance((TerrorNavArea *)local_14);
return uVar5;
}
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.