TerrorNavArea::OnEnterActiveSet
0x00978870 · 160 bytes · __thiscall
_ZN13TerrorNavArea16OnEnterActiveSetE21SurvivorCharacterType
Decompiled
undefined (2 params)
/* TerrorNavArea::OnEnterActiveSet(SurvivorCharacterType) */
void __thiscall TerrorNavArea::OnEnterActiveSet(TerrorNavArea *this,byte param_2)
{
char cVar1;
uint uVar2;
TerrorNavArea *local_10 [2];
uVar2 = *(uint *)(this + 0x15c);
if (uVar2 == 0) {
if (*(int *)(this + 0x128) == 0) {
uVar2 = *(uint *)(this + 300);
}
else {
local_10[0] = this;
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::InsertBefore
((CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *)gm_wanderingPopulationRequests,
gm_wanderingPopulationRequests._12_4_,(CNavArea **)local_10);
uVar2 = *(uint *)(this + 300);
}
if ((((uVar2 & 0x10882) == 0) && ((uVar2 & 0x4000) != 0)) &&
(cVar1 = CDirector::OnThreatEncountered(TheDirector,this), cVar1 != '\0')) {
*(uint *)(this + 300) = *(uint *)(this + 300) & 0xffffbfff;
}
uVar2 = *(uint *)(this + 0x15c);
}
*(uint *)(this + 0x15c) = 1 << (param_2 & 0x1f) | uVar2;
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.