CNavMesh::AllocateGrid
0x00742ce0 · 153 bytes · __thiscall
_ZN8CNavMesh12AllocateGridEffff
Decompiled
undefined (5 params)
/* CNavMesh::AllocateGrid(float, float, float, float) */
void __thiscall
CNavMesh::AllocateGrid(CNavMesh *this,float param_1,float param_2,float param_3,float param_4)
{
int iVar1;
int iVar2;
CUtlVector<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,CUtlMemory<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,int>>
::RemoveAll((CUtlVector<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,CUtlMemory<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,int>>
*)(this + 0xc));
*(float *)(this + 0x2c) = param_1;
*(float *)(this + 0x30) = param_3;
iVar2 = (int)((param_2 - param_1) / *(float *)(this + 0x20)) + 1;
*(int *)(this + 0x24) = iVar2;
iVar1 = (int)((param_4 - param_3) / *(float *)(this + 0x20)) + 1;
*(int *)(this + 0x28) = iVar1;
CUtlVector<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,CUtlMemory<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,int>>
::SetCount((CUtlVector<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,CUtlMemory<CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>,int>>
*)(this + 0xc),iVar1 * iVar2);
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.