CNavMesh::ConnectElevators
0x0073bab0 · 176 bytes · __cdecl
_ZN8CNavMesh16ConnectElevatorsEv
Decompiled
undefined (0 params)
/* CNavMesh::ConnectElevators() */
void CNavMesh::ConnectElevators(void)
{
CNavArea *this;
char cVar1;
int iVar2;
CBaseEntity *local_40;
Extent local_34 [12];
undefined1 local_28 [24];
local_40 = (CBaseEntity *)0x0;
while (local_40 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,local_40,"func_elevator"),
local_40 != (CBaseEntity *)0x0) {
if (1 < *(int *)(local_40 + 0x54c)) {
iVar2 = 0;
(**(code **)(*(int *)(local_40 + 0x194) + 0x3c))
((CFuncElevator *)(local_40 + 0x194),local_34,local_28);
if (0 < DAT_00fe6000) {
do {
this = *(CNavArea **)(TheNavAreas + iVar2 * 4);
cVar1 = CNavArea::IsOverlapping(this,local_34);
if (cVar1 != '\0') {
CNavArea::ConnectElevator(this,(CFuncElevator *)local_40,local_34);
}
iVar2 = iVar2 + 1;
} while (iVar2 < DAT_00fe6000);
}
}
}
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.