SurvivorBot::IsReachable
0x0093c6c0 · 224 bytes · __thiscall
_ZNK11SurvivorBot11IsReachableEP8CNavAreaS1_
Decompiled
undefined (3 params)
/* SurvivorBot::IsReachable(CNavArea*, CNavArea*) const */
bool __thiscall SurvivorBot::IsReachable(SurvivorBot *this,CNavArea *param_1,CNavArea *param_2)
{
bool bVar1;
int iVar2;
CNavArea *pCVar3;
undefined **local_2c;
SurvivorBot *local_28;
undefined4 local_24;
undefined1 local_20;
undefined1 local_1f;
iVar2 = QueryReachableCache(this,param_1,param_2);
bVar1 = true;
if ((iVar2 != 0) && (bVar1 = false, iVar2 != 1)) {
local_28 = this + 0x4028;
local_2c = &PTR_operator___00d09770;
local_24 = (**(code **)(*(int *)(this + 0x4028) + 0xc0))(local_28);
local_20 = 0;
local_1f = 1;
pCVar3 = param_2;
bVar1 = NavAreaBuildPath<SurvivorBotPathCost>
(param_1,param_2,(Vector *)0x0,(Vector *)0x0,(SurvivorBotPathCost *)&local_2c,
(CNavArea **)0x0,0.0,-1,false);
if ((param_1 != (CNavArea *)0x0) && (param_2 != (CNavArea *)0x0)) {
CacheReachability(param_1,param_2,0,bVar1,(float)pCVar3);
}
return bVar1;
}
return bVar1;
}
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.