CPhysicsProp::CanObstructNavAreas
0x007e6110 · 223 bytes · __thiscall
_ZNK12CPhysicsProp19CanObstructNavAreasEv
Decompiled
undefined (1 param)
/* CPhysicsProp::CanObstructNavAreas() const */
bool __thiscall CPhysicsProp::CanObstructNavAreas(CPhysicsProp *this)
{
int *piVar1;
longdouble lVar2;
Vector local_24 [8];
float local_1c;
Vector local_18 [8];
float local_10;
if ((((this[0x167c] != (CPhysicsProp)0x0) || (*(int *)(this + 0x1658) != 0)) ||
(piVar1 = *(int **)(this + 0x238), piVar1 == (int *)0x0)) ||
(((lVar2 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1), (float)lVar2 <= 100.0 ||
(this[0x1b6] == (CPhysicsProp)0x0)) || ((*(ushort *)(this + 0x1b4) & 4) != 0)))) {
return false;
}
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
local_24,local_18);
if (local_10 - local_1c < 18.0) {
return false;
}
if (299 < *(int *)(this + 0x100)) {
return true;
}
return this[0x105] != (CPhysicsProp)0x2;
}
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.