CommandNavTestVisibility
0x00975750 · 188 bytes · unknown
_Z24CommandNavTestVisibilityv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CommandNavTestVisibility() */
void CommandNavTestVisibility(void)
{
TerrorNavArea *pTVar1;
char cVar2;
TerrorNavArea *this;
int iVar3;
CBaseEntity *this_00;
undefined4 uVar4;
cVar2 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar2 != '\0') {
this = (TerrorNavArea *)CNavMesh::GetMarkedArea(TheNavMesh);
if ((this != (TerrorNavArea *)0x0) &&
(pTVar1 = *(TerrorNavArea **)(TheNavMesh + 0x474), pTVar1 != (TerrorNavArea *)0x0)) {
iVar3 = UTIL_GetListenServerHost();
if (iVar3 != 0) {
this_00 = (CBaseEntity *)UTIL_GetListenServerHost();
CBaseEntity::EmitSound(this_00,"EDIT_PLACE_PICK",0.0,(float *)0x0);
}
uVar4 = TerrorNavArea::ComputeVisibility(this,pTVar1,false,true,(bool *)0x0);
DevMsg("Visibility from %d to %d is %d\n",*(undefined4 *)(this + 0x8c),
*(undefined4 *)(pTVar1 + 0x8c),uVar4);
return;
}
}
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.