SurvivorBot::CacheReachability
0x00937ea0 · 112 bytes · __regparm3
_ZNK11SurvivorBot17CacheReachabilityEP8CNavAreaS1_ibf.part.87
Decompiled
undefined (5 params)
/* SurvivorBot::CacheReachability(CNavArea*, CNavArea*, int, bool, float) const [clone .part.87] */
void __regparm3
SurvivorBot::CacheReachability
(CNavArea *param_1,CNavArea *param_2,int param_3,bool param_4,float param_5)
{
undefined4 *puVar1;
undefined4 *puVar2;
undefined4 in_XMM0_Da;
if (param_3 < 0x5f) {
puVar1 = &DAT_01010ea0;
do {
puVar2 = puVar1 + -4;
puVar1[4] = *puVar1;
puVar1[5] = puVar1[1];
puVar1[6] = puVar1[2];
puVar1[7] = puVar1[3];
puVar1 = puVar2;
} while (puVar2 != (undefined4 *)(&DAT_010108b0 + param_3 * 0x10));
}
(&m_isReachableCache)[param_3 * 4] = param_1;
(&DAT_010108c4)[param_3 * 4] = param_2;
(&DAT_010108c8)[param_3 * 0x10] = param_4;
(&DAT_010108cc)[param_3 * 4] = in_XMM0_Da;
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.