SurvivorBot::IsReachable
0x0093c8d0 · 118 bytes · __thiscall
_ZNK11SurvivorBot11IsReachableEP11CBaseEntity
Decompiled
undefined (2 params)
/* SurvivorBot::IsReachable(CBaseEntity*) const */
void __thiscall SurvivorBot::IsReachable(SurvivorBot *this,CBaseEntity *param_1)
{
Vector *pVVar1;
CNavArea *pCVar2;
CNavArea *pCVar3;
pVVar1 = (Vector *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
pCVar2 = (CNavArea *)CNavMesh::GetNearestNavArea(TheNavMesh,pVVar1,true,200.0,true,false,false);
pCVar3 = (CNavArea *)(**(code **)(*(int *)this + 0x52c))(this);
IsReachable(this,pCVar3,pCVar2);
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.