CNavNode::ConnectTo
0x00746fb0 · 50 bytes · __thiscall
_ZN8CNavNode9ConnectToEPS_10NavDirTypefff
Decompiled
undefined (6 params)
/* CNavNode::ConnectTo(CNavNode*, NavDirType, float, float, float) */
void __thiscall
CNavNode::ConnectTo(CNavNode *this,undefined4 param_1,int param_3,undefined4 param_4,
undefined4 param_5,undefined4 param_6)
{
*(undefined4 *)(this + param_3 * 4 + 0x28) = param_4;
*(undefined4 *)(this + param_3 * 4 + 0x38) = param_5;
*(undefined4 *)(this + param_3 * 4 + 0x18) = param_1;
*(undefined4 *)(this + param_3 * 4 + 0x48) = param_6;
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.