TerrorNavArea::MarkAreaCleared
0x00978dc0 · 360 bytes · __thiscall
_ZN13TerrorNavArea15MarkAreaClearedEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* TerrorNavArea::MarkAreaCleared(CTerrorPlayer*) */
void __thiscall TerrorNavArea::MarkAreaCleared(TerrorNavArea *this,CTerrorPlayer *param_1)
{
char cVar1;
int iVar2;
longdouble lVar3;
float local_20;
iVar2 = CDirector::GetScriptValue
(TheDirector,"ZombieDontClear",
*(int *)(DirectorPrivate_DirectorZombieDontClear._28_4_ + 0x30));
if (iVar2 != 0) {
return;
}
cVar1 = IsCleared(this,(CTerrorPlayer *)0x0);
if (param_1 == (CTerrorPlayer *)0x0) {
this[0x145] = (TerrorNavArea)0xf;
lVar3 = (longdouble)IntervalTimer::Now();
local_20 = (float)lVar3;
if (local_20 != *(float *)(this + 0x14c)) {
iVar2 = *(int *)(this + 0x148);
LAB_00978f12:
(**(code **)(iVar2 + 4))(this + 0x148,this + 0x14c);
*(float *)(this + 0x14c) = local_20;
}
}
else {
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if ((iVar2 != 2) || (3 < *(uint *)(param_1 + 0x2ba0))) goto LAB_00978e27;
this[0x145] = (TerrorNavArea)
((byte)this[0x145] | (byte)(1 << ((byte)*(uint *)(param_1 + 0x2ba0) & 0x1f)));
lVar3 = (longdouble)IntervalTimer::Now();
local_20 = (float)lVar3;
if (local_20 != *(float *)(this + 0x14c)) {
iVar2 = *(int *)(this + 0x148);
goto LAB_00978f12;
}
}
*(undefined4 *)(this + 0x128) = 0;
LAB_00978e27:
if (*(float *)(this + 0x16c) != -1.0) {
(**(code **)(*(int *)(this + 0x168) + 4))(this + 0x168,this + 0x16c);
*(undefined4 *)(this + 0x16c) = 0xbf800000;
}
if (cVar1 == '\0') {
return;
}
TerrorNavMesh::OnAreaCleared(TheNavMesh,this);
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.