nav_print_visible_set_counts
0x00976bc0 · 119 bytes · __cdecl
_ZL28nav_print_visible_set_countsRK8CCommand
Decompiled
undefined (1 param)
/* nav_print_visible_set_counts(CCommand const&) */
void nav_print_visible_set_counts(CCommand *param_1)
{
TerrorNavArea *this;
undefined4 uVar1;
undefined4 uVar2;
int iVar3;
int iVar4;
iVar3 = 0;
if (0 < DAT_00fe6000) {
do {
this = *(TerrorNavArea **)(TheNavAreas + iVar3 * 4);
uVar1 = TerrorNavArea::GetPotentiallyVisibleSetSize(this,true);
uVar2 = TerrorNavArea::GetPotentiallyVisibleSetSize(this,false);
iVar4 = iVar3 + 1;
Msg("%8d %8d %8d %8d\n",iVar3,*(undefined4 *)(this + 0x8c),uVar2,uVar1);
iVar3 = iVar4;
} while (iVar4 < DAT_00fe6000);
}
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.