CNavMesh::GetAllLadders
0x007414b0 · 268 bytes · __thiscall
_ZN8CNavMesh13GetAllLaddersEP9HSCRIPT__
Decompiled
undefined (2 params)
/* CNavMesh::GetAllLadders(HSCRIPT__*) */
void __thiscall CNavMesh::GetAllLadders(CNavMesh *this,HSCRIPT__ *param_1)
{
CNavLadder *this_00;
code *pcVar1;
int iVar2;
int iVar3;
int in_GS_OFFSET;
void *local_138 [2];
undefined2 local_130;
ushort local_12e;
CFmtStrN<256> local_12c [5];
undefined1 local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((param_1 != (HSCRIPT__ *)0x0) && (0 < *(int *)(TheNavMesh + 0x51c))) {
iVar3 = 0;
iVar2 = TheNavMesh;
do {
this_00 = *(CNavLadder **)(*(int *)(iVar2 + 0x510) + iVar3 * 4);
if (this_00 != (CNavLadder *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x78);
local_138[0] = (void *)CNavLadder::GetScriptInstance(this_00);
local_130 = 0x20;
local_12e = 0;
/* try { // try from 00741549 to 0074156f has its CatchHandler @ 007415b7 */
CFmtStrN<256>::CFmtStrN(local_12c,"ladder%i",iVar3);
(*pcVar1)(g_pScriptVM,param_1,local_127,local_138);
iVar2 = TheNavMesh;
if ((local_12e & 1) != 0) {
free(local_138[0]);
iVar2 = TheNavMesh;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(iVar2 + 0x51c));
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.