CDirectorItemManager::CalculateScavengeWalkableArea
0x008a4c60 · 113 bytes · __cdecl
_ZNK20CDirectorItemManager29CalculateScavengeWalkableAreaEv
Decompiled
undefined (0 params)
/* CDirectorItemManager::CalculateScavengeWalkableArea() const */
longdouble CDirectorItemManager::CalculateScavengeWalkableArea(void)
{
int iVar1;
int *piVar2;
float fVar3;
fVar3 = 0.0;
if (0 < DAT_00fe6000) {
fVar3 = 0.0;
piVar2 = TheNavAreas;
do {
iVar1 = *piVar2;
if ((0.0 < *(float *)(iVar1 + 0x154) || *(float *)(iVar1 + 0x154) == 0.0) &&
((*(byte *)(iVar1 + 300) & 0x40) == 0)) {
fVar3 = fVar3 + (*(float *)(iVar1 + 0x14) - *(float *)(iVar1 + 8)) *
(*(float *)(iVar1 + 0x10) - *(float *)(iVar1 + 4));
}
piVar2 = piVar2 + 1;
} while (piVar2 != TheNavAreas + DAT_00fe6000);
fVar3 = fVar3 * 7.716049e-08;
}
return (longdouble)fVar3;
}
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.