TerrorNavMesh::OnRoundRestart
0x009855a0 · 1012 bytes · __thiscall
_ZN13TerrorNavMesh14OnRoundRestartEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* TerrorNavMesh::OnRoundRestart() */
void __thiscall TerrorNavMesh::OnRoundRestart(TerrorNavMesh *this)
{
uint *puVar1;
CNavArea *this_00;
char cVar2;
int iVar3;
int iVar4;
undefined4 local_24;
undefined4 local_20;
undefined4 local_18;
undefined4 local_14;
int local_10;
local_24 = 0;
local_20 = 0;
if (_towlower == 0) {
local_10 = 0;
}
else {
(**(code **)(_towlower + 0x50))
(_towlower,&local_24,0,0,0,0,"/data/src/game/server/terror/terrornav.cpp",0xefd,
&OnRoundRestart()::tm_fmt,"(%s)%s","ZOMBIE","TerrorNavMesh::OnRoundRestart");
local_10 = _towlower;
}
iVar4 = _DAT_0105db00;
local_18 = local_24;
local_14 = local_20;
/* try { // try from 0098584e to 009858ae has its CatchHandler @ 009859da */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar3 = ThreadGetCurrentId(), iVar4 == iVar3)) {
if ((char *)*_DAT_0105d15c != "TerrorNavMesh::OnRoundRestart") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xd0f443,(char *)0x0,0xc0db47);
}
puVar1 = (uint *)(_DAT_0105d1e8 + 4 + _DAT_0105d15c[0x1c] * 8);
*puVar1 = *puVar1 | 4;
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
/* try { // try from 00985656 to 009857ab has its CatchHandler @ 009859b9 */
CNavMesh::OnRoundRestart();
if (this[0x4e] == (TerrorNavMesh)0x0) {
Warning("The nav mesh needs a full nav_analyze\n");
}
if (*(float *)(this + 0x6b4) != -1.0) {
(**(code **)(*(int *)(this + 0x6ac) + 4))(this + 0x6ac,this + 0x6b4);
*(undefined4 *)(this + 0x6b4) = 0xbf800000;
}
if (*(float *)(this + 0x6c0) != -1.0) {
(**(code **)(*(int *)(this + 0x6b8) + 4))(this + 0x6b8,this + 0x6c0);
*(undefined4 *)(this + 0x6c0) = 0xbf800000;
}
InitializeFlowDistances(this);
CheckpointRoundRestart(this);
CollectBoundaryAreas(this);
if (*(float *)(this + 0x618) != -1.0) {
(**(code **)(*(int *)(this + 0x610) + 4))(this + 0x610,this + 0x618);
*(undefined4 *)(this + 0x618) = 0xbf800000;
}
if (*(float *)(this + 0x6a8) != -1.0) {
/* try { // try from 00985931 to 009859b3 has its CatchHandler @ 009859b9 */
(**(code **)(*(int *)(this + 0x6a0) + 4))(this + 0x6a0,this + 0x6a8);
*(undefined4 *)(this + 0x6a8) = 0xbf800000;
}
if (*(float *)(this + 0x6cc) != -1.0) {
(**(code **)(*(int *)(this + 0x6c4) + 4))(this + 0x6c4,this + 0x6cc);
*(undefined4 *)(this + 0x6cc) = 0xbf800000;
}
iVar4 = 0;
if (0 < DAT_00fe6000) {
do {
this_00 = *(CNavArea **)(TheNavAreas + iVar4 * 4);
if (((byte)this_00[0x12d] & 0x80) != 0) {
/* try { // try from 0098581b to 0098581f has its CatchHandler @ 009859b9 */
CNavArea::MarkAsBlocked(this_00,-1,(CBaseEntity *)0x0,true);
}
iVar4 = iVar4 + 1;
} while (iVar4 < DAT_00fe6000);
}
iVar4 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"round_start_post_nav",0,0);
if (iVar4 != 0) {
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar4,0);
}
iVar4 = TheDirector;
cVar2 = CDirector::IsBackgroundMap();
if (cVar2 != '\0') {
iVar4 = *(int *)(ZombieBackgroundLimit._28_4_ + 0x30);
SpawnBackgroundZombies(iVar4,true);
}
iVar3 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar4 = ThreadGetCurrentId(iVar4), iVar3 == iVar4)) {
cVar2 = CVProfNode::ExitScope();
if (cVar2 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_10 != 0) {
(**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
}
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.