TerrorNavMesh::SpewUnconnectedAreas
0x00978010 · 172 bytes · __cdecl
_ZN13TerrorNavMesh20SpewUnconnectedAreasEv.part.217
Decompiled
undefined (0 params)
/* TerrorNavMesh::SpewUnconnectedAreas() [clone .part.217] */
void TerrorNavMesh::SpewUnconnectedAreas(void)
{
int iVar1;
int iVar2;
iVar2 = 0;
ZombieDebugPrint(1,"Unconnected Area(s):\n");
if (0 < DAT_00fe6000) {
do {
while ((iVar1 = *(int *)(TheNavAreas + iVar2 * 4), iVar1 == 0 ||
(*(float *)(iVar1 + 0x154) != -9999.0))) {
iVar2 = iVar2 + 1;
if (DAT_00fe6000 <= iVar2) {
return;
}
}
iVar2 = iVar2 + 1;
ZombieDebugPrint(2,"Area %d(%f %f %f)\n",*(undefined4 *)(iVar1 + 0x8c),
(double)*(float *)(iVar1 + 0x2c),(double)*(float *)(iVar1 + 0x30),
(double)*(float *)(iVar1 + 0x34));
} while (iVar2 < 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.