CNavMesh::AddNavArea
0x00742d80 · 502 bytes · __thiscall
_ZN8CNavMesh10AddNavAreaEP8CNavArea
Decompiled
undefined (2 params)
/* CNavMesh::AddNavArea(CNavArea*) */
void __thiscall CNavMesh::AddNavArea(CNavMesh *this,CNavArea *param_1)
{
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *this_00;
CNavArea CVar1;
CNavArea *pCVar2;
CNavArea *pCVar3;
int iVar4;
int iVar5;
float fVar6;
int local_38;
int local_34;
int local_30;
CNavArea *local_20 [4];
if (*(int *)(this + 0x18) == 0) {
AllocateGrid(this,0.0,0.0,0.0,0.0);
}
fVar6 = 1.0 / *(float *)(this + 0x20);
iVar5 = (int)((*(float *)(param_1 + 4) - *(float *)(this + 0x2c)) * fVar6);
if (iVar5 < 0) {
local_38 = 0;
}
else {
local_38 = *(int *)(this + 0x24) + -1;
if (iVar5 < *(int *)(this + 0x24)) {
local_38 = iVar5;
}
}
iVar5 = (int)((*(float *)(param_1 + 8) - *(float *)(this + 0x30)) * fVar6);
if (iVar5 < 0) {
iVar5 = 0;
}
else if (*(int *)(this + 0x28) <= iVar5) {
iVar5 = *(int *)(this + 0x28) + -1;
}
iVar4 = (int)((*(float *)(param_1 + 0x10) - *(float *)(this + 0x2c)) * fVar6);
if (iVar4 < 0) {
local_30 = 0;
}
else {
local_30 = *(int *)(this + 0x24) + -1;
if (iVar4 < *(int *)(this + 0x24)) {
local_30 = iVar4;
}
}
iVar4 = (int)((*(float *)(param_1 + 0x14) - *(float *)(this + 0x30)) * fVar6);
pCVar2 = param_1;
if (iVar4 < 0) {
local_34 = 0;
}
else {
local_34 = *(int *)(this + 0x28) + -1;
if (iVar4 < *(int *)(this + 0x28)) {
local_34 = iVar4;
}
}
for (; iVar4 = local_38, pCVar3 = local_20[0], iVar5 <= local_34; iVar5 = iVar5 + 1) {
for (; local_20[0] = pCVar2, iVar4 <= local_30; iVar4 = iVar4 + 1) {
this_00 = (CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)
(*(int *)(this + 0xc) + (*(int *)(this + 0x24) * iVar5 + iVar4) * 0x14);
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
(this_00,*(int *)(this_00 + 0xc),local_20);
pCVar2 = param_1;
pCVar3 = local_20[0];
}
pCVar2 = local_20[0];
local_20[0] = pCVar3;
}
CVar1 = pCVar2[0x8c];
if (*(int *)(this + (uint)(byte)CVar1 * 4 + 0x50) == 0) {
*(CNavArea **)(this + (uint)(byte)CVar1 * 4 + 0x50) = pCVar2;
*(undefined4 *)(pCVar2 + 0x110) = 0;
*(undefined4 *)(pCVar2 + 0x10c) = 0;
}
else {
*(undefined4 *)(pCVar2 + 0x10c) = 0;
*(undefined4 *)(pCVar2 + 0x110) = *(undefined4 *)(this + (uint)(byte)CVar1 * 4 + 0x50);
*(CNavArea **)(*(int *)(this + (uint)(byte)CVar1 * 4 + 0x50) + 0x10c) = pCVar2;
*(CNavArea **)(this + (uint)(byte)CVar1 * 4 + 0x50) = pCVar2;
}
if (((byte)pCVar2[0x55] & 1) != 0) {
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)(this + 0x574),
*(int *)(this + 0x580),¶m_1);
}
*(int *)(this + 0x34) = *(int *)(this + 0x34) + 1;
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.