CNavMesh::PartialNameToPlace
0x0073ca80 · 254 bytes · __thiscall
_ZNK8CNavMesh18PartialNameToPlaceEPKc
Decompiled
undefined (2 params)
/* CNavMesh::PartialNameToPlace(char const*) const */
int __thiscall CNavMesh::PartialNameToPlace(CNavMesh *this,char *param_1)
{
bool bVar1;
size_t sVar2;
int iVar3;
uint uVar4;
int local_24;
if (*(int *)(this + 0x454) == 0) {
local_24 = 0;
}
else {
uVar4 = 0;
bVar1 = false;
local_24 = 0;
LAB_0073cabb:
do {
sVar2 = strlen(param_1);
iVar3 = V_strncasecmp(*(char **)(*(int *)(this + 0x450) + uVar4 * 4),param_1,sVar2);
if (iVar3 == 0) {
iVar3 = _V_stricmp(*(char **)(*(int *)(this + 0x450) + uVar4 * 4),param_1);
if (iVar3 == 0) {
iVar3 = NameToPlace(this,*(char **)(*(int *)(this + 0x450) + uVar4 * 4));
return iVar3;
}
if (local_24 != 0) {
uVar4 = uVar4 + 1;
bVar1 = true;
if (*(uint *)(this + 0x454) <= uVar4) break;
goto LAB_0073cabb;
}
local_24 = NameToPlace(this,*(char **)(*(int *)(this + 0x450) + uVar4 * 4));
}
uVar4 = uVar4 + 1;
} while (uVar4 < *(uint *)(this + 0x454));
if (bVar1) {
return 0;
}
}
return local_24;
}
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.