TerrorNavMesh::CollectBoundaryAreas
0x00982550 · 280 bytes · __thiscall
_ZN13TerrorNavMesh20CollectBoundaryAreasEv
Decompiled
undefined (1 param)
/* TerrorNavMesh::CollectBoundaryAreas() */
void __thiscall TerrorNavMesh::CollectBoundaryAreas(TerrorNavMesh *this)
{
CNavArea *pCVar1;
int iVar2;
TerrorNavArea *local_20 [4];
iVar2 = DAT_00fe6000;
*(undefined4 *)(this + 0x628) = 0;
*(undefined4 *)(this + 0x630) = 0;
*(undefined4 *)(this + 0x640) = 0;
if (0 < iVar2) {
iVar2 = 0;
do {
while( true ) {
local_20[0] = *(TerrorNavArea **)(TheNavAreas + iVar2 * 4);
*(undefined4 *)(local_20[0] + 0x150) = 0xbf800000;
if (((byte)local_20[0][0x12d] & 4) == 0) break;
iVar2 = iVar2 + 1;
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::InsertBefore
((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)(this + 0x61c),
*(int *)(this + 0x628),local_20);
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::InsertBefore
((CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *)(this + 0x634),
*(int *)(this + 0x640),local_20);
if (DAT_00fe6000 <= iVar2) goto LAB_00982609;
}
iVar2 = iVar2 + 1;
} while (iVar2 < DAT_00fe6000);
LAB_00982609:
if (0 < *(int *)(this + 0x628)) {
iVar2 = 0;
do {
pCVar1 = *(CNavArea **)(*(int *)(this + 0x61c) + iVar2 * 4);
iVar2 = iVar2 + 1;
SearchSurroundingAreas<BoundaryDistanceScan>
(pCVar1,(Vector *)(pCVar1 + 0x2c),(BoundaryDistanceScan *)local_20,
*(float *)(ZombieBoundaryMaxRange._28_4_ + 0x2c),0,-1);
} while (iVar2 < *(int *)(this + 0x628));
}
}
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.