ReduceToComponentAreas
0x00747900 · 666 bytes · __regparm3
_ZL22ReduceToComponentAreasP8CNavAreab
Decompiled
undefined (2 params)
/* ReduceToComponentAreas(CNavArea*, bool) */
undefined4 __regparm3 ReduceToComponentAreas(CNavArea *param_1,bool param_2)
{
float fVar1;
float fVar2;
char cVar3;
float fVar4;
float fVar5;
CNavArea *local_2c;
CNavArea *local_28;
CNavArea *local_24;
CNavArea *local_20 [4];
if (param_1 != (CNavArea *)0x0) {
fVar1 = *(float *)(param_1 + 4);
cVar3 = '\0';
local_2c = (CNavArea *)0x0;
fVar4 = *(float *)(param_1 + 0x14);
local_28 = (CNavArea *)0x0;
local_24 = (CNavArea *)0x0;
fVar2 = *(float *)(param_1 + 8);
local_20[0] = (CNavArea *)0x0;
if (25.0 < *(float *)(param_1 + 0x10) - fVar1) {
fVar5 = (float)((int)((float)(~-(uint)(fVar1 < 0.0) & 0x41480000 |
-(uint)(fVar1 < 0.0) & 0xc1480000) + fVar1) / 0x19) * 25.0;
if (fVar5 < fVar1 + 2.0) {
fVar5 = fVar5 + 25.0;
}
cVar3 = CNavArea::SplitEdit(param_1,false,fVar5,&local_2c,&local_28);
}
if (25.0 < fVar4 - fVar2) {
fVar1 = *(float *)(param_1 + 8);
fVar4 = (float)((int)((float)(~-(uint)(fVar1 < 0.0) & 0x41480000 |
-(uint)(fVar1 < 0.0) & 0xc1480000) + fVar1) / 0x19) * 25.0;
if (fVar4 < fVar1 + 2.0) {
fVar4 = fVar4 + 25.0;
}
if (cVar3 == '\0') {
cVar3 = CNavArea::SplitEdit(param_1,true,fVar4,&local_2c,&local_28);
}
else {
CNavArea::SplitEdit(local_2c,true,fVar4,&local_24,local_20);
cVar3 = CNavArea::SplitEdit(local_28,true,fVar4,&local_2c,&local_28);
}
}
if (cVar3 != '\0') {
if (param_2) {
CNavMesh::AddToSelectedSet(TheNavMesh,local_2c);
CNavMesh::AddToSelectedSet(TheNavMesh,local_28);
CNavMesh::AddToSelectedSet(TheNavMesh,local_24);
CNavMesh::AddToSelectedSet(TheNavMesh,local_20[0]);
}
ReduceToComponentAreas(local_2c,param_2);
ReduceToComponentAreas(local_28,param_2);
ReduceToComponentAreas(local_24,param_2);
ReduceToComponentAreas(local_20[0],param_2);
return 1;
}
}
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.