CNavMesh::OnAreaBlocked
0x00742700 · 93 bytes · __cdecl
_ZN8CNavMesh13OnAreaBlockedEP8CNavAreab
Decompiled
undefined (2 params)
/* CNavMesh::OnAreaBlocked(CNavArea*, bool) */
void CNavMesh::OnAreaBlocked(CNavArea *param_1,bool param_2)
{
int iVar1;
int iVar2;
undefined3 in_stack_00000009;
iVar1 = *(int *)(param_1 + 0x5bc);
if (0 < iVar1) {
if ((CNavArea *)**(int **)(param_1 + 0x5b0) == _param_2) {
return;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_0074273c;
} while ((CNavArea *)(*(int **)(param_1 + 0x5b0))[iVar2] != _param_2);
if (-1 < iVar2) {
return;
}
}
LAB_0074273c:
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(param_1 + 0x5b0),iVar1,
(CNavArea **)¶m_2);
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.