HidingSpot::PostLoad
0x0073f550 · 153 bytes · __thiscall
_ZN10HidingSpot8PostLoadEv
Decompiled
undefined (1 param)
/* HidingSpot::PostLoad() */
undefined4 __thiscall HidingSpot::PostLoad(HidingSpot *this)
{
int iVar1;
undefined4 local_18;
undefined4 local_14;
float local_10;
local_18 = *(undefined4 *)(this + 4);
local_14 = *(undefined4 *)(this + 8);
local_10 = *(float *)(this + 0xc) + 35.5;
iVar1 = CNavMesh::GetNavArea(TheNavMesh,(Vector *)&local_18,120.0);
*(int *)(this + 0x18) = iVar1;
if (iVar1 != 0) {
return 0;
}
DevWarning("A Hiding Spot is off of the Nav Mesh at setpos %.0f %.0f %.0f\n",
(double)*(float *)(this + 4),(double)*(float *)(this + 8),
(double)*(float *)(this + 0xc));
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.