CFuncNavAttributeRegion::Spawn
0x00972340 · 273 bytes · __thiscall
_ZN23CFuncNavAttributeRegion5SpawnEv
Decompiled
undefined (1 param)
/* CFuncNavAttributeRegion::Spawn() */
void __thiscall CFuncNavAttributeRegion::Spawn(CFuncNavAttributeRegion *this)
{
CCollisionProperty *this_00;
code *pcVar1;
undefined4 uVar2;
int iVar3;
undefined1 *puVar4;
undefined1 *local_40 [3];
undefined4 local_34;
undefined4 local_28;
undefined4 local_24;
(**(code **)(*(int *)this + 0x20))(local_40,this);
puVar4 = &DAT_00d539c2;
if (local_40[0] != (undefined1 *)0x0) {
puVar4 = local_40[0];
}
pcVar1 = *(code **)(*modelinfo + 8);
uVar2 = (**(code **)(*modelinfo + 0xc))(modelinfo,puVar4);
iVar3 = (*pcVar1)(modelinfo,uVar2);
this_00 = (CCollisionProperty *)(this + 0x194);
if (iVar3 == 0) {
CCollisionProperty::SetSolid(this_00,2);
}
else {
CCollisionProperty::SetSolid(this_00,1);
(**(code **)(*(int *)this + 0x70))(this,puVar4);
}
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
if (*(char *)(TheNavMesh + 0x4c) != '\0') {
local_34 = 0;
local_28 = 0xffffffff;
local_24 = 0;
InputApplyNavAttributes((inputdata_t *)this);
*(undefined1 *)(TheZombieManager + 0x289) = 1;
}
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.