CPhysicsProp::IsPotentiallyAbleToObstructNavAreas
0x007e65a0 · 203 bytes · __thiscall
_ZNK12CPhysicsProp35IsPotentiallyAbleToObstructNavAreasEv
Decompiled
undefined (1 param)
/* CPhysicsProp::IsPotentiallyAbleToObstructNavAreas() const */
bool __thiscall CPhysicsProp::IsPotentiallyAbleToObstructNavAreas(CPhysicsProp *this)
{
int *piVar1;
longdouble lVar2;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
if (((this[0x1b6] != (CPhysicsProp)0x0) && ((*(ushort *)(this + 0x1b4) & 4) == 0)) &&
(piVar1 = *(int **)(this + 0x238), piVar1 != (int *)0x0)) {
lVar2 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1);
if (100.0 < (float)lVar2) {
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),
(Vector *)(this + 0x1a8),(Vector *)&local_24,(Vector *)&local_18);
return 324.0 < (local_10 - local_1c) * (local_10 - local_1c) +
(local_18 - local_24) * (local_18 - local_24) +
(local_14 - local_20) * (local_14 - local_20);
}
}
return false;
}
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.