NextBotCombatCharacter::IsAreaTraversable
0x00752be0 · 88 bytes · __thiscall
_ZNK22NextBotCombatCharacter17IsAreaTraversableEPK8CNavArea
Decompiled
undefined (2 params)
/* NextBotCombatCharacter::IsAreaTraversable(CNavArea const*) const */
undefined4 __thiscall
NextBotCombatCharacter::IsAreaTraversable(NextBotCombatCharacter *this,CNavArea *param_1)
{
char cVar1;
int *piVar2;
undefined4 uVar3;
if (param_1 == (CNavArea *)0x0) {
return 0;
}
piVar2 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 0xc0))(this + 0x1a3c);
if ((piVar2 != (int *)0x0) &&
(cVar1 = (**(code **)(*piVar2 + 0x150))(piVar2,param_1), cVar1 == '\0')) {
return 0;
}
uVar3 = CBaseCombatCharacter::IsAreaTraversable((CBaseCombatCharacter *)this,param_1);
return uVar3;
}
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.