Checkpoint::AddSpawnArea
0x0086b9d0 · 78 bytes · __thiscall
_ZN10Checkpoint12AddSpawnAreaEP13TerrorNavArea
Decompiled
undefined (2 params)
/* Checkpoint::AddSpawnArea(TerrorNavArea*) */
void __thiscall Checkpoint::AddSpawnArea(Checkpoint *this,TerrorNavArea *param_1)
{
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::InsertBefore
((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)(this + 0x30),
*(int *)(this + 0x3c),¶m_1);
*(float *)(this + 0x44) =
(*(float *)(param_1 + 0x14) - *(float *)(param_1 + 8)) *
(*(float *)(param_1 + 0x10) - *(float *)(param_1 + 4)) + *(float *)(this + 0x44);
return;
}
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.