TerrorNavMesh::PostLoadEntityScan
0x00977760 · 840 bytes · __thiscall
_ZN13TerrorNavMesh18PostLoadEntityScanEv
Decompiled
undefined (1 param)
/* TerrorNavMesh::PostLoadEntityScan() */
void __thiscall TerrorNavMesh::PostLoadEntityScan(TerrorNavMesh *this)
{
char *pcVar1;
int iVar2;
undefined1 *puVar3;
CBaseEntity *pCVar4;
CBaseEntity *pCVar5;
double dVar6;
double dVar7;
pCVar5 = (CBaseEntity *)0x0;
ZombieDebugPrint(0,"Flow Debug...\n");
LAB_00977790:
pCVar5 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar5,"prop_door*");
if (pCVar5 != (CBaseEntity *)0x0) {
(**(code **)(*(int *)this + 0x98))(this,pCVar5);
pcVar1 = *(char **)(pCVar5 + 0x154);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = _V_stricmp("checkpoint_exit",pcVar1);
if (iVar2 != 0) goto code_r0x009777e0;
goto LAB_009777ff;
}
pCVar5 = (CBaseEntity *)0x0;
LAB_009778d8:
pCVar5 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar5,"func_door*");
if (pCVar5 == (CBaseEntity *)0x0) {
pCVar5 = (CBaseEntity *)0x0;
while( true ) {
pCVar5 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar5,"prop_physics");
pCVar4 = (CBaseEntity *)0x0;
if (pCVar5 == (CBaseEntity *)0x0) break;
if ((*(int *)(pCVar5 + 0x100) != 0) && ((*(uint *)(pCVar5 + 0x148) & 0x3000) != 0)) {
(**(code **)(*(int *)this + 0x54))(this,pCVar5);
}
}
while( true ) {
pCVar4 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar4,"func_breakable");
if (pCVar4 == (CBaseEntity *)0x0) break;
if ((*(int *)(pCVar4 + 0x100) != 0) && ((*(uint *)(pCVar4 + 0x148) & 0x3000) != 0)) {
(**(code **)(*(int *)this + 0x54))(this,pCVar4);
}
}
return;
}
(**(code **)(*(int *)this + 0x98))(this,pCVar5);
pcVar1 = *(char **)(pCVar5 + 0x154);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = _V_stricmp("checkpoint_exit",pcVar1);
if (iVar2 != 0) goto code_r0x00977928;
goto LAB_00977947;
code_r0x00977928:
pcVar1 = *(char **)(pCVar5 + 0x154);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = _V_stricmp("checkpoint_entrance",pcVar1);
if (iVar2 != 0) goto LAB_009778d8;
LAB_00977947:
if (((byte)pCVar5[0x14d] & 8) == 0) {
dVar7 = (double)*(float *)(pCVar5 + 0x2e8);
}
else {
CBaseEntity::CalcAbsolutePosition(pCVar5);
dVar7 = (double)*(float *)(pCVar5 + 0x2e8);
if (((byte)pCVar5[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(pCVar5);
dVar6 = (double)*(float *)(pCVar5 + 0x2e4);
if (((byte)pCVar5[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(pCVar5);
}
goto LAB_00977966;
}
}
dVar6 = (double)*(float *)(pCVar5 + 0x2e4);
LAB_00977966:
puVar3 = *(undefined1 **)(pCVar5 + 0x154);
if (puVar3 == (undefined1 *)0x0) {
puVar3 = &DAT_00d539c2;
}
ZombieDebugPrint(1,"Door(func): %s (%f %f %f)\n",puVar3,(double)*(float *)(pCVar5 + 0x2e0),dVar6,
dVar7);
goto LAB_009778d8;
code_r0x009777e0:
pcVar1 = *(char **)(pCVar5 + 0x154);
if (pcVar1 == (char *)0x0) {
pcVar1 = "";
}
iVar2 = _V_stricmp("checkpoint_entrance",pcVar1);
if (iVar2 != 0) goto LAB_00977790;
LAB_009777ff:
if (((byte)pCVar5[0x14d] & 8) == 0) {
dVar7 = (double)*(float *)(pCVar5 + 0x2e8);
}
else {
CBaseEntity::CalcAbsolutePosition(pCVar5);
dVar7 = (double)*(float *)(pCVar5 + 0x2e8);
if (((byte)pCVar5[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(pCVar5);
dVar6 = (double)*(float *)(pCVar5 + 0x2e4);
if (((byte)pCVar5[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(pCVar5);
}
goto LAB_0097781e;
}
}
dVar6 = (double)*(float *)(pCVar5 + 0x2e4);
LAB_0097781e:
puVar3 = *(undefined1 **)(pCVar5 + 0x154);
if (puVar3 == (undefined1 *)0x0) {
puVar3 = &DAT_00d539c2;
}
ZombieDebugPrint(1,"Door(prop): %s (%f %f %f)\n",puVar3,(double)*(float *)(pCVar5 + 0x2e0),dVar6,
dVar7);
goto LAB_00977790;
}
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.