TerrorNavMesh::OnNodeAdded
0x009765f0 · 142 bytes · __thiscall
_ZN13TerrorNavMesh11OnNodeAddedEP8CNavNode
Decompiled
undefined (2 params)
/* TerrorNavMesh::OnNodeAdded(CNavNode*) */
void __thiscall TerrorNavMesh::OnNodeAdded(TerrorNavMesh *this,CNavNode *param_1)
{
bool local_26;
bool local_25;
float local_24;
float local_20;
undefined4 local_1c;
float local_18;
float local_14;
undefined4 local_10;
local_26 = false;
local_25 = false;
local_24 = *(float *)param_1;
local_20 = *(float *)(param_1 + 4);
local_1c = *(undefined4 *)(param_1 + 8);
local_18 = local_24 + 25.0;
local_14 = local_20 + 25.0;
local_10 = local_1c;
FindBreakables(this,(Extent *)&local_24,&local_25,&local_26);
if (local_26 != false) {
*(uint *)(param_1 + 0x5c) = *(uint *)(param_1 + 0x5c) | 0x20000;
}
if (local_25 != false) {
*(uint *)(param_1 + 0x5c) = *(uint *)(param_1 + 0x5c) | 0x20000;
}
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.