TerrorNavMesh::LoadCustomData
0x00992de0 · 209 bytes · __thiscall
_ZN13TerrorNavMesh14LoadCustomDataER10CUtlBufferj
Decompiled
undefined (3 params)
/* TerrorNavMesh::LoadCustomData(CUtlBuffer&, unsigned int) */
void __thiscall TerrorNavMesh::LoadCustomData(TerrorNavMesh *this,CUtlBuffer *param_1,uint param_2)
{
undefined4 uVar1;
char cVar2;
int iVar3;
undefined4 local_14;
undefined1 local_10;
undefined1 local_f;
undefined1 local_e;
undefined1 local_d;
if (param_2 < 7) {
return;
}
if (((byte)param_1[0x15] & 1) == 0) {
cVar2 = CUtlBuffer::CheckGet(param_1,4);
if (cVar2 != '\0') {
iVar3 = *(int *)(param_1 + 0xc);
uVar1 = *(undefined4 *)(*(int *)param_1 + (iVar3 - *(int *)(param_1 + 0x20)));
local_14 = uVar1;
if (((byte)param_1[0x34] & 1) != 0) {
local_14._3_1_ = (undefined1)((uint)uVar1 >> 0x18);
local_10 = local_14._3_1_;
local_14._2_1_ = (undefined1)((uint)uVar1 >> 0x10);
local_f = local_14._2_1_;
local_14._1_1_ = (undefined1)((uint)uVar1 >> 8);
local_e = local_14._1_1_;
local_14._0_1_ = (undefined1)uVar1;
local_d = (undefined1)local_14;
_V_memcpy(&local_14,&local_10,4);
iVar3 = *(int *)(param_1 + 0xc);
}
*(int *)(param_1 + 0xc) = iVar3 + 4;
}
}
else {
local_14 = 0;
CUtlBuffer::Scanf(param_1,"%f",&local_14);
}
ConVar::SetValue(2.373571e-38);
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.