CNavMesh::PlaceToName
0x0073c9d0 · 37 bytes · __thiscall
_ZNK8CNavMesh11PlaceToNameEj
Decompiled
undefined (2 params)
/* CNavMesh::PlaceToName(unsigned int) const */
undefined4 __thiscall CNavMesh::PlaceToName(CNavMesh *this,uint param_1)
{
if ((param_1 != 0) && (param_1 <= *(uint *)(this + 0x454))) {
return *(undefined4 *)(*(int *)(this + 0x450) + -4 + param_1 * 4);
}
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.