TerrorNavMesh::OnAreaUnblocked
0x00985ac0 · 207 bytes · __thiscall
_ZN13TerrorNavMesh15OnAreaUnblockedEP8CNavAreab
Decompiled
undefined (3 params)
/* TerrorNavMesh::OnAreaUnblocked(CNavArea*, bool) */
void __thiscall TerrorNavMesh::OnAreaUnblocked(TerrorNavMesh *this,CNavArea *param_1,bool param_2)
{
longdouble lVar1;
uint uVar2;
uVar2 = (uint)param_2;
CNavMesh::OnAreaUnblocked((CNavArea *)this,SUB41(param_1,0));
if (((param_2) || (*(int *)(nav_recompute_flow_optimization._28_4_ + 0x30) == 0)) &&
(*(float *)(this + 0x6cc) <= 0.0)) {
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 + 3.0 != *(float *)(this + 0x6cc)) {
(**(code **)(*(int *)(this + 0x6c4) + 4))(this + 0x6c4,this + 0x6cc,uVar2);
*(float *)(this + 0x6cc) = (float)lVar1 + 3.0;
}
if (*(float *)(this + 0x6c8) != 3.0) {
(**(code **)(*(int *)(this + 0x6c4) + 4))(this + 0x6c4,this + 0x6c8);
*(undefined4 *)(this + 0x6c8) = 0x40400000;
}
}
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.