TerrorNavMesh::AddWalkableSeeds
0x00977510 · 545 bytes · __thiscall
_ZN13TerrorNavMesh16AddWalkableSeedsEv
Decompiled
undefined (1 param)
/* TerrorNavMesh::AddWalkableSeeds() */
void __thiscall TerrorNavMesh::AddWalkableSeeds(TerrorNavMesh *this)
{
char cVar1;
undefined1 *puVar2;
longdouble lVar3;
double dVar4;
double dVar5;
CBaseEntity *this_00;
Vector *local_4c;
char *local_48;
char *local_38;
float local_34;
float local_30;
undefined4 local_2c;
Vector local_28 [24];
local_38 = "info_landmark";
ZombieDebugPrint(1,"Flow: Walkable seeds...\n");
local_48 = "weapon_ammo_spawn";
local_4c = (Vector *)&local_38;
do {
this_00 = (CBaseEntity *)0x0;
while( true ) {
this_00 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,this_00,local_48);
if (this_00 == (CBaseEntity *)0x0) break;
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
local_34 = *(float *)(this_00 + 0x2e0);
local_30 = *(float *)(this_00 + 0x2e4);
local_2c = *(undefined4 *)(this_00 + 0x2e8);
lVar3 = (longdouble)CNavMesh::SnapToGrid(TheNavMesh,local_34,false);
local_34 = (float)lVar3;
lVar3 = (longdouble)CNavMesh::SnapToGrid(TheNavMesh,local_30,false);
local_30 = (float)lVar3;
cVar1 = CNavMesh::FindGroundForNode((CNavMesh *)this,(Vector *)&local_34,local_28);
if (cVar1 != '\0') {
CNavMesh::AddWalkableSeed((CNavMesh *)this,(Vector *)&local_34,local_28);
}
if (((byte)this_00[0x14d] & 8) == 0) {
dVar5 = (double)*(float *)(this_00 + 0x2e8);
LAB_00977610:
dVar4 = (double)*(float *)(this_00 + 0x2e4);
}
else {
CBaseEntity::CalcAbsolutePosition(this_00);
dVar5 = (double)*(float *)(this_00 + 0x2e8);
if (((byte)this_00[0x14d] & 8) == 0) goto LAB_00977610;
CBaseEntity::CalcAbsolutePosition(this_00);
dVar4 = (double)*(float *)(this_00 + 0x2e4);
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
}
puVar2 = *(undefined1 **)(this_00 + 0x154);
if (puVar2 == (undefined1 *)0x0) {
puVar2 = &DAT_00d539c2;
}
ZombieDebugPrint(2,"%s(%f %f %f)\n",puVar2,(double)*(float *)(this_00 + 0x2e0),dVar4,dVar5);
}
if (local_4c == (Vector *)&local_34) {
return;
}
local_48 = *(char **)local_4c;
local_4c = local_4c + 4;
} while( true );
}
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.