TerrorNavMesh::OnEditDestroyNotify
0x00978190 · 323 bytes · __thiscall
_ZN13TerrorNavMesh19OnEditDestroyNotifyEP8CNavArea
Decompiled
undefined (2 params)
/* TerrorNavMesh::OnEditDestroyNotify(CNavArea*) */
void __thiscall TerrorNavMesh::OnEditDestroyNotify(TerrorNavMesh *this,CNavArea *param_1)
{
int iVar1;
int *piVar2;
CNavArea *pCVar3;
int iVar4;
CEscapeRoute *this_00;
int iVar5;
CNavArea *local_20 [4];
iVar1 = *(int *)(this + 0x628);
if (0 < iVar1) {
piVar2 = *(int **)(this + 0x61c);
iVar4 = 0;
if (param_1 != (CNavArea *)*piVar2) {
do {
iVar4 = iVar4 + 1;
if (iVar4 == iVar1) goto LAB_009781d2;
} while (param_1 != (CNavArea *)piVar2[iVar4]);
if (iVar4 == -1) goto LAB_009781d2;
}
iVar5 = (iVar1 - iVar4) + -1;
if (iVar5 < 1) {
*(int *)(this + 0x628) = iVar1 + -1;
}
else {
_V_memmove(piVar2 + iVar4,piVar2 + iVar4 + 1,iVar5 * 4);
*(int *)(this + 0x628) = *(int *)(this + 0x628) + -1;
}
}
LAB_009781d2:
local_20[0] = param_1;
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::FindAndFastRemove
((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)(this + 0x634),
(TerrorNavArea **)local_20);
local_20[0] = param_1;
ForEachSurvivor<DeadAreaNotify>((DeadAreaNotify *)local_20);
this_00 = (CEscapeRoute *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"escape_route");
if (this_00 != (CEscapeRoute *)0x0) {
CEscapeRoute::OnEditDestroyNotify(this_00,param_1);
}
if (*(CNavArea **)(this + 0x600) == param_1) {
*(undefined4 *)(this + 0x600) = 0;
pCVar3 = *(CNavArea **)(this + 0x604);
}
else {
pCVar3 = *(CNavArea **)(this + 0x604);
}
if (pCVar3 == param_1) {
*(undefined4 *)(this + 0x604) = 0;
}
if (*(CNavArea **)(this + 0x608) != param_1) {
return;
}
*(undefined4 *)(this + 0x608) = 0;
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.