IsAreaConnectedToNonCheckpointArea
0x00900cd0 · 81 bytes · __cdecl
_Z34IsAreaConnectedToNonCheckpointAreaP13TerrorNavArea
Decompiled
undefined (1 param)
/* IsAreaConnectedToNonCheckpointArea(TerrorNavArea*) */
undefined4 IsAreaConnectedToNonCheckpointArea(TerrorNavArea *param_1)
{
int iVar1;
int iVar2;
int iVar3;
TerrorNavArea *pTVar4;
int iVar5;
iVar5 = 4;
pTVar4 = param_1 + 0x58;
do {
if (pTVar4 != (TerrorNavArea *)0x0) {
iVar1 = **(int **)pTVar4;
if (0 < iVar1) {
iVar3 = 0;
do {
iVar2 = (*(int **)pTVar4)[iVar3 * 2 + 1];
if ((iVar2 != 0) && ((*(byte *)(iVar2 + 0x12d) & 8) == 0)) {
return 1;
}
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
}
}
pTVar4 = pTVar4 + 4;
iVar5 = iVar5 + -1;
if (iVar5 == 0) {
return 0;
}
} while( true );
}
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.