SurvivorLegsStayClose::OnNavAreaChanged
0x0095bd90 · 369 bytes · __thiscall
_ZN21SurvivorLegsStayClose16OnNavAreaChangedEP11SurvivorBotP8CNavAreaS3_
Decompiled
undefined (4 params)
/* SurvivorLegsStayClose::OnNavAreaChanged(SurvivorBot*, CNavArea*, CNavArea*) */
SurvivorLegsStayClose * __thiscall
SurvivorLegsStayClose::OnNavAreaChanged
(SurvivorLegsStayClose *this,SurvivorBot *param_1,CNavArea *param_2,CNavArea *param_3)
{
char cVar1;
undefined4 uVar2;
longdouble lVar3;
float fVar4;
if (param_3 != (CNavArea *)0x0) {
if ((*(uint *)(param_3 + 300) & 0x880) == 0) {
cVar1 = INextBot::IsDebugging((INextBot *)(param_2 + 0x4028),1);
fVar4 = *(float *)(param_1 + 0x38);
if ((cVar1 != '\0') && (0.0 < fVar4)) {
uVar2 = (**(code **)(*(int *)param_2 + 0x9b8))(param_2);
DevMsg("%3.2f: %s left a checkpoint\n",(double)*(float *)(gpGlobals + 0xc),uVar2);
fVar4 = *(float *)(param_1 + 0x38);
}
if (fVar4 != -1.0) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
*(undefined4 *)(param_1 + 0x38) = 0xbf800000;
}
}
else if (*(float *)(param_1 + 0x38) <= 0.0) {
lVar3 = (longdouble)IntervalTimer::Now();
if ((float)lVar3 != *(float *)(param_1 + 0x38)) {
(**(code **)(*(int *)(param_1 + 0x34) + 4))(param_1 + 0x34,param_1 + 0x38);
*(float *)(param_1 + 0x38) = (float)lVar3;
}
cVar1 = INextBot::IsDebugging((INextBot *)(param_2 + 0x4028),1);
if (cVar1 != '\0') {
uVar2 = (**(code **)(*(int *)param_2 + 0x9b8))(param_2);
DevMsg("%3.2f: %s entered a checkpoint\n",(double)*(float *)(gpGlobals + 0xc),uVar2);
}
}
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 1;
return this;
}
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.