CNavMesh::DestroyHidingSpots
0x0073ec10 · 166 bytes · __cdecl
_ZN8CNavMesh18DestroyHidingSpotsEv
Decompiled
undefined (0 params)
/* CNavMesh::DestroyHidingSpots() */
void CNavMesh::DestroyHidingSpots(void)
{
int iVar1;
undefined4 *__ptr;
int *piVar2;
int *__ptr_00;
int iVar3;
iVar3 = 0;
if (0 < DAT_00fe6000) {
do {
iVar1 = *(int *)(TheNavAreas + iVar3 * 4);
__ptr = *(undefined4 **)(iVar1 + 0xcc);
if (__ptr != &CUtlVectorUltraConservative<HidingSpot*,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData) {
free(__ptr);
*(undefined4 **)(iVar1 + 0xcc) =
&CUtlVectorUltraConservative<HidingSpot*,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData;
}
iVar3 = iVar3 + 1;
} while (iVar3 < DAT_00fe6000);
}
iVar3 = 0;
HidingSpot::m_nextID = 0;
__ptr_00 = TheHidingSpots;
if (0 < *TheHidingSpots) {
do {
piVar2 = (int *)__ptr_00[iVar3 + 1];
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 4))(piVar2);
__ptr_00 = TheHidingSpots;
}
iVar3 = iVar3 + 1;
} while (iVar3 < *__ptr_00);
}
if (__ptr_00 !=
&CUtlVectorUltraConservative<HidingSpot*,CUtlVectorUltraConservativeAllocator>::StaticData()::
staticData) {
free(__ptr_00);
TheHidingSpots =
&CUtlVectorUltraConservative<HidingSpot*,CUtlVectorUltraConservativeAllocator>::
StaticData()::staticData;
}
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.