TerrorNavArea::ScriptGetAdjacentArea
0x00977310 · 78 bytes · __thiscall
_ZN13TerrorNavArea21ScriptGetAdjacentAreaEii
Decompiled
undefined (3 params)
/* TerrorNavArea::ScriptGetAdjacentArea(int, int) */
undefined4 __thiscall
TerrorNavArea::ScriptGetAdjacentArea(TerrorNavArea *this,int param_1,int param_2)
{
int iVar1;
TerrorNavArea *this_00;
int iVar2;
undefined4 uVar3;
if (param_1 < 4) {
iVar1 = **(int **)(this + param_1 * 4 + 0x58);
if (0 < iVar1) {
iVar2 = 0;
if (param_2 == 0) {
iVar2 = 0;
}
else {
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) {
return 0;
}
} while (param_2 != iVar2);
}
this_00 = (TerrorNavArea *)(*(int **)(this + param_1 * 4 + 0x58))[iVar2 * 2 + 1];
if (this_00 != (TerrorNavArea *)0x0) {
uVar3 = GetScriptInstance(this_00);
return uVar3;
}
}
}
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.