CNavNode::GetNode
0x00746ff0 · 375 bytes · __cdecl
_ZN8CNavNode7GetNodeERK6Vector
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CNavNode::GetNode(Vector const&) */
int CNavNode::GetNode(Vector *param_1)
{
int *piVar1;
float fVar2;
uint uVar3;
float *pfVar4;
uint uVar5;
int iVar6;
uint uVar7;
if (g_pNavNodeHash != (int *)0x0) {
if ((GetNode(Vector_const&)::lookup == '\0') &&
(iVar6 = __cxa_guard_acquire(&GetNode(Vector_const&)::lookup), iVar6 != 0)) {
__cxa_guard_release(&GetNode(Vector_const&)::lookup);
__cxa_atexit(~CNavNode,&GetNode(Vector_const&)::lookup,&__dso_handle);
}
piVar1 = g_pNavNodeHash;
GetNode(Vector_const&)::lookup = *(float *)param_1;
DAT_00fe8c84 = *(float *)(param_1 + 4);
_DAT_00fe8c88 = *(undefined4 *)(param_1 + 8);
uVar5 = Hash8(&GetNode(Vector_const&)::lookup);
if (*(char *)((int)piVar1 + 0x16) == '\0') {
uVar5 = uVar5 % (uint)piVar1[3];
}
else {
uVar5 = uVar5 & piVar1[6];
}
piVar1 = (int *)(*piVar1 + uVar5 * 0x14);
uVar3 = piVar1[3];
if ((int)uVar3 < 1) {
uVar7 = 0;
LAB_007470a1:
if ((uVar3 != uVar7) &&
((uVar5 = uVar5 << 0x10 | uVar7, uVar5 != 0xffffffff &&
(iVar6 = *(int *)(*(int *)((uVar5 >> 0x10) * 0x14 + *g_pNavNodeHash) +
(uVar7 & 0xffff) * 4), iVar6 != 0)))) {
fVar2 = *(float *)(iVar6 + 8);
while( true ) {
if (ABS(fVar2 - *(float *)(param_1 + 8)) < 11.25) {
return iVar6;
}
iVar6 = *(int *)(iVar6 + 100);
if (iVar6 == 0) break;
fVar2 = *(float *)(iVar6 + 8);
}
}
}
else {
uVar7 = 0;
do {
pfVar4 = *(float **)(*piVar1 + uVar7 * 4);
if ((GetNode(Vector_const&)::lookup == *pfVar4) && (DAT_00fe8c84 == pfVar4[1]))
goto LAB_007470a1;
uVar7 = uVar7 + 1;
} while (uVar7 != uVar3);
}
}
return 0;
}
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.