CNavMesh::ScriptRegisterAvoidanceObstacle
0x00740bf0 · 125 bytes · __thiscall
_ZN8CNavMesh31ScriptRegisterAvoidanceObstacleEP9HSCRIPT__
Decompiled
undefined (2 params)
/* CNavMesh::ScriptRegisterAvoidanceObstacle(HSCRIPT__*) */
void __thiscall CNavMesh::ScriptRegisterAvoidanceObstacle(CNavMesh *this,HSCRIPT__ *param_1)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
int iVar3;
INavAvoidanceObstacle *pIVar4;
if (param_1 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
if (iVar3 != 0) {
pIVar4 = (INavAvoidanceObstacle *)
__dynamic_cast(iVar3,&CBaseEntity::typeinfo,&INavAvoidanceObstacle::typeinfo,
0xfffffffe);
if (pIVar4 != (INavAvoidanceObstacle *)0x0) {
RegisterAvoidanceObstacle(this,pIVar4);
return;
}
}
}
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.