CDirector::FindIngressAreas
0x0088b0b0 · 195 bytes · __thiscall
_ZN9CDirector16FindIngressAreasERK6Vectorff
Decompiled
undefined (4 params)
/* CDirector::FindIngressAreas(Vector const&, float, float) */
CDirector * __thiscall
CDirector::FindIngressAreas(CDirector *this,Vector *param_1,float param_2,float param_3)
{
CNavMesh *this_00;
CNavArea *pCVar1;
CDirector *local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
float local_14;
float local_10;
this_00 = TheNavMesh;
*(undefined4 *)(this + 0x1b4) = 0;
pCVar1 = (CNavArea *)CNavMesh::GetNearestNavArea(this_00,param_1,false,10000.0,false,true,false);
if (pCVar1 != (CNavArea *)0x0) {
local_20 = *(undefined4 *)param_1;
local_1c = *(undefined4 *)(param_1 + 4);
local_10 = param_3;
local_18 = *(undefined4 *)(param_1 + 8);
local_14 = param_2;
local_24 = this + 0x1a8;
SearchSurroundingAreas<IngressScan>(pCVar1,param_1,(IngressScan *)&local_24,param_3,1,-1);
}
return this + 0x1a8;
}
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.