TerrorNavMesh::GetLastCheckpoint
0x0086afa0 · 56 bytes · __thiscall
_ZNK13TerrorNavMesh17GetLastCheckpointEv
Decompiled
undefined (1 param)
/* TerrorNavMesh::GetLastCheckpoint() const */
int __thiscall TerrorNavMesh::GetLastCheckpoint(TerrorNavMesh *this)
{
int iVar1;
int iVar2;
if (*(int *)(this + 0x670) < 1) {
LAB_0086afd8:
iVar1 = 0;
}
else {
iVar1 = **(int **)(this + 0x664);
if (*(char *)(iVar1 + 0x5f) == '\0') {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == *(int *)(this + 0x670)) goto LAB_0086afd8;
iVar1 = (*(int **)(this + 0x664))[iVar2];
} while (*(char *)(iVar1 + 0x5f) == '\0');
}
}
return iVar1;
}
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.