NextBotCombatCharacter::OnNavAreaChanged
0x00751f90 · 92 bytes · __thiscall
_ZN22NextBotCombatCharacter16OnNavAreaChangedEP8CNavAreaS1_
Decompiled
undefined (3 params)
/* NextBotCombatCharacter::OnNavAreaChanged(CNavArea*, CNavArea*) */
void __thiscall
NextBotCombatCharacter::OnNavAreaChanged
(NextBotCombatCharacter *this,CNavArea *param_1,CNavArea *param_2)
{
int *piVar1;
for (piVar1 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 8))(this + 0x1a3c);
piVar1 != (int *)0x0;
piVar1 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 0xc))(this + 0x1a3c,piVar1)) {
(**(code **)(*piVar1 + 100))(piVar1,param_1,param_2);
}
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.