TerrorNavMesh::FindBreakables
0x009764c0 · 280 bytes · __thiscall
_ZN13TerrorNavMesh14FindBreakablesER6ExtentPbS2_
Decompiled
undefined (4 params)
/* TerrorNavMesh::FindBreakables(Extent&, bool*, bool*) */
void __thiscall
TerrorNavMesh::FindBreakables(TerrorNavMesh *this,Extent *param_1,bool *param_2,bool *param_3)
{
int iVar1;
CBaseEntity *pCVar2;
CBaseEntity *pCVar3;
pCVar3 = (CBaseEntity *)0x0;
*param_2 = false;
*param_3 = false;
while( true ) {
pCVar3 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassnameWithin
((CGlobalEntityList *)gEntList,pCVar3,"prop_physics",(Vector *)param_1,
(Vector *)(param_1 + 0xc));
pCVar2 = (CBaseEntity *)0x0;
if (pCVar3 == (CBaseEntity *)0x0) break;
iVar1 = __dynamic_cast(pCVar3,&CBaseEntity::typeinfo,&CPhysicsProp::typeinfo,0);
if ((iVar1 != 0) && (0 < *(int *)(iVar1 + 0x100))) {
*param_3 = (bool)(*param_3 | (byte)(*(uint *)(iVar1 + 0x148) >> 0xd) & 1);
*param_2 = (bool)(*param_2 | (byte)(*(uint *)(iVar1 + 0x148) >> 0xc) & 1);
}
}
while( true ) {
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassnameWithin
((CGlobalEntityList *)gEntList,pCVar2,"func_breakable",(Vector *)param_1,
(Vector *)(param_1 + 0xc));
if (pCVar2 == (CBaseEntity *)0x0) break;
iVar1 = __dynamic_cast(pCVar2,&CBaseEntity::typeinfo,&CBreakable::typeinfo,0);
if ((iVar1 != 0) && (0 < *(int *)(iVar1 + 0x100))) {
*param_3 = (bool)(*param_3 | (byte)(*(uint *)(iVar1 + 0x148) >> 0xd) & 1);
*param_2 = (bool)(*param_2 | (byte)(*(uint *)(iVar1 + 0x148) >> 0xc) & 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.