CSurvivorRescue::GetRescueNavArea
0x0096afb0 · 96 bytes · __thiscall
_ZN15CSurvivorRescue16GetRescueNavAreaEv
Decompiled
undefined (1 param)
/* CSurvivorRescue::GetRescueNavArea() */
void __thiscall CSurvivorRescue::GetRescueNavArea(CSurvivorRescue *this)
{
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
CNavMesh::GetNearestNavArea(TheNavMesh,(Vector *)(this + 0x2e0),false,350.0,true,true,true);
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.