CNavNode::IsClosedCell
0x007471c0 · 94 bytes · __thiscall
_ZNK8CNavNode12IsClosedCellEv
Decompiled
undefined (1 param)
/* CNavNode::IsClosedCell() const */
bool __thiscall CNavNode::IsClosedCell(CNavNode *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar1 = *(int *)(this + 0x20);
if ((((iVar1 != 0) && (this == *(CNavNode **)(iVar1 + 8 + (Opposite._8_4_ + 4) * 4))) &&
(iVar2 = *(int *)(this + 0x1c), iVar2 != 0)) &&
(this == *(CNavNode **)(iVar2 + 8 + (Opposite._4_4_ + 4) * 4))) {
iVar3 = *(int *)(iVar2 + 0x20);
if (iVar3 == 0) {
return false;
}
if (((iVar2 == *(int *)(iVar3 + 8 + (Opposite._8_4_ + 4) * 4)) &&
(iVar2 = *(int *)(iVar1 + 0x1c), iVar2 != 0)) &&
(iVar1 == *(int *)(iVar2 + 8 + (Opposite._4_4_ + 4) * 4))) {
return iVar3 == iVar2;
}
}
return false;
}
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.