CNavMesh::ScriptNavAreaBuildPath
0x00740780 · 236 bytes · __thiscall
_ZN8CNavMesh22ScriptNavAreaBuildPathEP9HSCRIPT__S1_RK6Vectorfib
Decompiled
undefined (7 params)
/* CNavMesh::ScriptNavAreaBuildPath(HSCRIPT__*, HSCRIPT__*, Vector const&, float, int, bool) */
void __thiscall
CNavMesh::ScriptNavAreaBuildPath
(CNavMesh *this,HSCRIPT__ *param_1,HSCRIPT__ *param_2,Vector *param_3,float param_4,
int param_5,bool param_6)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
CNavArea *pCVar3;
Vector *pVVar4;
CNavArea *pCVar5;
ShortestPathCost local_1d [13];
pCVar5 = (CNavArea *)0x0;
if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
pCVar5 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
}
pCVar3 = (CNavArea *)0x0;
if (param_2 + -1 < (HSCRIPT__ *)0xfffffffe) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<TerrorNavArea>((TerrorNavArea *)0x0);
pCVar3 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_2,pSVar2);
}
pVVar4 = param_3;
if (((*(float *)param_3 == 0.0) && (*(float *)(param_3 + 4) == 0.0)) &&
(pVVar4 = (Vector *)0x0, *(float *)(param_3 + 8) != 0.0)) {
pVVar4 = param_3;
}
NavAreaBuildPath<ShortestPathCost>
(pCVar5,pCVar3,(Vector *)0x0,pVVar4,local_1d,(CNavArea **)0x0,param_4,param_5,param_6);
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.