TerrorNavArea::ScriptConnectToArea
0x009819f0 · 175 bytes · __thiscall
_ZN13TerrorNavArea19ScriptConnectToAreaEP9HSCRIPT__i
Decompiled
undefined (3 params)
/* TerrorNavArea::ScriptConnectToArea(HSCRIPT__*, int) */
void __thiscall
TerrorNavArea::ScriptConnectToArea(TerrorNavArea *this,HSCRIPT__ *param_1,int param_2)
{
code *pcVar1;
CNavArea *pCVar2;
int iVar3;
TerrorNavArea *in_stack_ffffffc4;
float local_2c;
Vector local_28 [24];
if (param_1 + -1 < (HSCRIPT__ *)0xfffffffe) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
if (GetScriptDesc<TerrorNavArea>(TerrorNavArea*)::bInitialized == '\0') {
GetScriptDesc<TerrorNavArea>(in_stack_ffffffc4);
}
pCVar2 = (CNavArea *)(*pcVar1)(g_pScriptVM,param_1,g_TerrorNavArea_ScriptDesc);
if ((pCVar2 != (CNavArea *)0x0) && (param_2 < 4)) {
if (param_2 == -1) {
iVar3 = CNavArea::ComputeLargestPortal((CNavArea *)this,pCVar2,local_28,&local_2c);
if (iVar3 != 4) {
CNavArea::ConnectTo((CNavArea *)this,pCVar2,iVar3);
return;
}
}
else {
CNavArea::ConnectTo((CNavArea *)this,pCVar2,param_2);
}
}
}
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.