CNavMesh::BuildTransientAreaList
0x00741bf0 · 119 bytes · __thiscall
_ZN8CNavMesh22BuildTransientAreaListEv
Decompiled
undefined (1 param)
/* CNavMesh::BuildTransientAreaList() */
void __thiscall CNavMesh::BuildTransientAreaList(CNavMesh *this)
{
int iVar1;
CNavArea *local_20 [4];
iVar1 = 0;
*(undefined4 *)(this + 0x580) = 0;
if (0 < DAT_00fe6000) {
do {
while (local_20[0] = *(CNavArea **)(TheNavAreas + iVar1 * 4),
((byte)local_20[0][0x55] & 1) == 0) {
iVar1 = iVar1 + 1;
if (DAT_00fe6000 <= iVar1) {
return;
}
}
iVar1 = iVar1 + 1;
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x574),
*(int *)(this + 0x580),local_20);
} while (iVar1 < DAT_00fe6000);
}
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.