CNavMesh::GetSimpleGroundHeight
0x0073e170 · 393 bytes · __thiscall
_ZNK8CNavMesh21GetSimpleGroundHeightERK6VectorPfPS0_
Decompiled
undefined (4 params)
/* CNavMesh::GetSimpleGroundHeight(Vector const&, float*, Vector*) const */
undefined4 __thiscall
CNavMesh::GetSimpleGroundHeight(CNavMesh *this,Vector *param_1,float *param_2,Vector *param_3)
{
undefined4 uVar1;
CTraceFilterSimple local_dc [16];
undefined4 local_cc;
undefined4 local_c8;
undefined4 local_c4;
undefined4 local_bc;
undefined4 local_b8;
undefined4 local_b4;
undefined4 local_ac;
undefined4 local_a8;
undefined4 local_a4;
undefined4 local_9c;
undefined4 local_98;
undefined4 local_94;
undefined4 local_8c;
undefined1 local_88;
undefined1 local_87;
Vector local_70 [12];
Vector local_64 [8];
float local_5c;
undefined4 local_58;
undefined4 local_54;
undefined4 local_50;
char local_39;
local_87 = 1;
local_bc = 0;
local_b8 = 0;
local_b4 = 0xc61c3f9a;
local_94 = 0;
local_cc = *(undefined4 *)param_1;
local_88 = 1;
local_98 = 0;
local_c8 = *(undefined4 *)(param_1 + 4);
local_c4 = *(undefined4 *)(param_1 + 8);
local_9c = 0;
local_8c = 0;
local_a4 = 0;
local_a8 = 0;
local_ac = 0;
CTraceFilterSimple::CTraceFilterSimple
(local_dc,(IHandleEntity *)0x0,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x2420b,local_dc,local_70);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
}
uVar1 = 0;
if (local_39 == '\0') {
*param_2 = local_5c;
if (param_3 == (Vector *)0x0) {
uVar1 = 1;
}
else {
uVar1 = 1;
*(undefined4 *)param_3 = local_58;
*(undefined4 *)(param_3 + 4) = local_54;
*(undefined4 *)(param_3 + 8) = local_50;
}
}
return uVar1;
}
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.