CNavMesh::GenerateNodes
0x00747ce0 · 122 bytes · __thiscall
_ZN8CNavMesh13GenerateNodesERK6Extent
Decompiled
undefined (2 params)
/* CNavMesh::GenerateNodes(Extent const&) */
void __thiscall CNavMesh::GenerateNodes(CNavMesh *this,Extent *param_1)
{
undefined4 uVar1;
char cVar2;
*(undefined4 *)(this + 0x53c) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x540) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x544) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(this + 0x548) = *(undefined4 *)(param_1 + 0xc);
*(undefined4 *)(this + 0x54c) = *(undefined4 *)(param_1 + 0x10);
uVar1 = *(undefined4 *)(param_1 + 0x14);
*(undefined4 *)(this + 0x56c) = 0;
*(undefined4 *)(this + 0x550) = uVar1;
do {
cVar2 = SampleStep(this);
} while (cVar2 != '\0');
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.