SurvivorBot::CacheReachability
0x00939b40 · 45 bytes · __cdecl
_ZNK11SurvivorBot17CacheReachabilityEP8CNavAreaS1_ibf
Decompiled
undefined (5 params)
/* SurvivorBot::CacheReachability(CNavArea*, CNavArea*, int, bool, float) const */
void SurvivorBot::CacheReachability
(CNavArea *param_1,CNavArea *param_2,int param_3,bool param_4,float param_5)
{
undefined3 in_stack_00000011;
if ((param_2 != (CNavArea *)0x0) && (param_3 != 0)) {
param_1._0_1_ = SUB41(param_5,0);
CacheReachability(param_2,(CNavArea *)param_3,_param_4,param_1._0_1_,(float)param_2);
return;
}
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.