CClientPath::FinishPath
0x008ceea0 · 65 bytes · __thiscall
_ZN11CClientPath10FinishPathEv
Decompiled
undefined (1 param)
/* CClientPath::FinishPath() */
void __thiscall CClientPath::FinishPath(CClientPath *this)
{
if (*(int *)(this + 0x1040) < 0x100) {
if (*(int *)(this + 0x1044) != 0) {
AddNode((Vector *)this,(TerrorNavArea *)(*(int *)(this + 0x1044) + 0x2c));
}
return;
}
Warning();
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.