TerrorNavMesh::BeginCustomAnalysis
0x00984e30 · 229 bytes · __cdecl
_ZN13TerrorNavMesh19BeginCustomAnalysisEb
Decompiled
undefined (1 param)
/* TerrorNavMesh::BeginCustomAnalysis(bool) */
void TerrorNavMesh::BeginCustomAnalysis(bool param_1)
{
int *piVar1;
int iVar2;
CUtlVector<CUtlVector<TerrorNavVisPair_t,CUtlMemory<TerrorNavVisPair_t,int>>,CUtlMemory<CUtlVector<TerrorNavVisPair_t,CUtlMemory<TerrorNavVisPair_t,int>>,int>>
*pCVar3;
int iVar4;
int iVar5;
pCVar3 = g_pTerrorNavVisPairHash;
if (g_pTerrorNavVisPairHash ==
(CUtlVector<CUtlVector<TerrorNavVisPair_t,CUtlMemory<TerrorNavVisPair_t,int>>,CUtlMemory<CUtlVector<TerrorNavVisPair_t,CUtlMemory<TerrorNavVisPair_t,int>>,int>>
*)0x0) {
pCVar3 = ::operator_new(0x1c);
*(undefined4 *)pCVar3 = 0;
*(undefined4 *)(pCVar3 + 4) = 0;
*(undefined4 *)(pCVar3 + 8) = 0;
*(undefined4 *)(pCVar3 + 0xc) = 0;
*(undefined4 *)(pCVar3 + 0x10) = 0;
/* try { // try from 00984ed0 to 00984ed4 has its CatchHandler @ 00984f15 */
CUtlVector<CUtlVector<TerrorNavVisPair_t,CUtlMemory<TerrorNavVisPair_t,int>>,CUtlMemory<CUtlVector<TerrorNavVisPair_t,CUtlMemory<TerrorNavVisPair_t,int>>,int>>
::SetCount(pCVar3,0x4000);
iVar5 = 0;
do {
*(undefined4 *)(*(int *)pCVar3 + 0xc + iVar5) = 0;
*(undefined4 *)(*(int *)pCVar3 + 8 + iVar5) = 0;
iVar5 = iVar5 + 0x14;
} while (iVar5 != 0x50000);
pCVar3[0x16] = (CUtlVector<CUtlVector<TerrorNavVisPair_t,CUtlMemory<TerrorNavVisPair_t,int>>,CUtlMemory<CUtlVector<TerrorNavVisPair_t,CUtlMemory<TerrorNavVisPair_t,int>>,int>>
)0x1;
*(undefined4 *)(pCVar3 + 0x18) = 0x3fff;
g_pTerrorNavVisPairHash = pCVar3;
}
else {
iVar5 = *(int *)(g_pTerrorNavVisPairHash + 0xc);
iVar4 = 0;
iVar2 = 0;
if (0 < iVar5) {
do {
iVar2 = iVar2 + 1;
*(undefined4 *)(*(int *)pCVar3 + 0xc + iVar4) = 0;
iVar4 = iVar4 + 0x14;
} while (iVar2 != iVar5);
}
}
iVar5 = 0;
if (0 < DAT_00fe6000) {
do {
piVar1 = *(int **)(TheNavAreas + iVar5 * 4);
iVar5 = iVar5 + 1;
(**(code **)(*piVar1 + 0x84))(piVar1);
} while (iVar5 < DAT_00fe6000);
}
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.