TerrorNavArea::IsCleared
0x00975860 · 105 bytes · __thiscall
_ZNK13TerrorNavArea9IsClearedEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* TerrorNavArea::IsCleared(CTerrorPlayer*) const */
uint __thiscall TerrorNavArea::IsCleared(TerrorNavArea *this,CTerrorPlayer *param_1)
{
int iVar1;
if ((*(uint *)(this + 300) & 0x880) != 0) {
return 1;
}
if ((*(uint *)(this + 300) & 0x400) == 0) {
if (param_1 == (CTerrorPlayer *)0x0) {
return (uint)(this[0x145] != (TerrorNavArea)0x0);
}
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if ((iVar1 == 2) && (*(uint *)(param_1 + 0x2ba0) < 4)) {
return (int)(uint)(byte)this[0x145] >> ((byte)*(uint *)(param_1 + 0x2ba0) & 0x1f) & 1;
}
}
return 0;
}
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.