TerrorNavMesh::IsInInitialCheckpoint_NoLandmark
0x0086b190 · 126 bytes · __thiscall
_ZNK13TerrorNavMesh32IsInInitialCheckpoint_NoLandmarkEP13TerrorNavArea
Decompiled
undefined (2 params)
/* TerrorNavMesh::IsInInitialCheckpoint_NoLandmark(TerrorNavArea*) const */
undefined4 __thiscall
TerrorNavMesh::IsInInitialCheckpoint_NoLandmark(TerrorNavMesh *this,TerrorNavArea *param_1)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
if (0 < *(int *)(TheNavMesh + 0x670)) {
iVar3 = 0;
do {
puVar1 = *(undefined4 **)(*(int *)(TheNavMesh + 0x664) + iVar3 * 4);
if (((puVar1 != (undefined4 *)0x0) && (*(char *)((int)puVar1 + 0x5f) == '\0')) &&
(0 < (int)puVar1[3])) {
if (param_1 == *(TerrorNavArea **)*puVar1) {
return 1;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == puVar1[3]) goto LAB_0086b1ec;
} while (param_1 != (TerrorNavArea *)((int *)*puVar1)[iVar2]);
if (iVar2 != -1) {
return 1;
}
}
LAB_0086b1ec:
iVar3 = iVar3 + 1;
} while (iVar3 != *(int *)(TheNavMesh + 0x670));
}
return 0;
}
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.