NavAttributeToggler::operator()
0x0073e8c0 · 73 bytes · __thiscall
_ZN19NavAttributeTogglerclEP8CNavArea
Decompiled
undefined (2 params)
/* NavAttributeToggler::TEMPNAMEPLACEHOLDERVALUE(CNavArea*) */
undefined4 __thiscall NavAttributeToggler::operator()(NavAttributeToggler *this,CNavArea *param_1)
{
uint uVar1;
uint uVar2;
char cVar3;
cVar3 = CNavMesh::IsSelectedSetEmpty(TheNavMesh);
uVar1 = *(uint *)(param_1 + 0x54);
uVar2 = *(uint *)this;
if ((cVar3 != '\0') && ((uVar1 & uVar2) != 0)) {
*(uint *)(param_1 + 0x54) = ~uVar2 & uVar1;
return 1;
}
*(uint *)(param_1 + 0x54) = uVar1 | uVar2;
return 1;
}
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.