nav_select_visible_set_size
0x00976c40 · 323 bytes · __cdecl
_ZL27nav_select_visible_set_sizeRK8CCommand
Decompiled
undefined (1 param)
/* nav_select_visible_set_size(CCommand const&) */
void nav_select_visible_set_size(CCommand *param_1)
{
TerrorNavArea *this;
char cVar1;
CBaseEntity *this_00;
char *__nptr;
long lVar2;
int iVar3;
undefined4 uVar4;
int iVar5;
int iVar6;
int iVar7;
int local_28;
int local_24;
cVar1 = UTIL_IsCommandIssuedByServerAdmin();
if (cVar1 != '\0') {
this_00 = (CBaseEntity *)UTIL_GetCommandClient();
if (this_00 != (CBaseEntity *)0x0) {
CNavMesh::ClearSelectedSet(TheNavMesh);
CBaseEntity::EmitSound(this_00,"EDIT_PLACE_PICK",0.0,(float *)0x0);
if (*(int *)param_1 != 1) {
__nptr = "";
if (1 < *(int *)param_1) {
__nptr = *(char **)(param_1 + 0x40c);
}
iVar6 = 0;
iVar7 = 999999999;
lVar2 = strtol(__nptr,(char **)0x0,10);
local_28 = 0;
local_24 = DAT_00fe6000;
if (0 < DAT_00fe6000) {
iVar5 = 0;
do {
this = *(TerrorNavArea **)(TheNavAreas + iVar5 * 4);
iVar3 = TerrorNavArea::GetPotentiallyVisibleSetSize(this,true);
if (lVar2 <= iVar3) {
CNavMesh::AddToSelectedSet(TheNavMesh,(CNavArea *)this);
local_24 = DAT_00fe6000;
}
local_28 = local_28 + iVar3;
if (iVar3 < iVar7) {
iVar7 = iVar3;
}
if (iVar6 < iVar3) {
iVar6 = iVar3;
}
iVar5 = iVar5 + 1;
} while (iVar5 < local_24);
}
uVar4 = CNavMesh::GetSelecteSetSize(TheNavMesh);
Msg("%d areas selected\n",uVar4);
Msg("NavMesh Visibility List Lengths: min = %d, avg = %d, max = %d\n",iVar7,
local_28 / local_24,iVar6);
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.