TerrorNavMesh::PostLoad
0x00994aa0 · 259 bytes · __thiscall
_ZN13TerrorNavMesh8PostLoadEj
Decompiled
undefined (2 params)
/* TerrorNavMesh::PostLoad(unsigned int) */
undefined4 __thiscall TerrorNavMesh::PostLoad(TerrorNavMesh *this,uint param_1)
{
undefined4 uVar1;
CBaseEntity *pCVar2;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
uVar1 = CNavMesh::PostLoad((CNavMesh *)this,param_1);
pCVar2 = (CBaseEntity *)0x0;
PostLoadEntityScan(this);
while( true ) {
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar2,"func_nav_attribute_region");
if (pCVar2 == (CBaseEntity *)0x0) break;
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
(**(code **)(*(int *)pCVar2 + 0xb4))(pCVar2,"ApplyNavAttributes",0,0,local_30,0);
}
pCVar2 = (CBaseEntity *)0x0;
while( true ) {
pCVar2 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar2,"point_nav_attribute_region");
if (pCVar2 == (CBaseEntity *)0x0) break;
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
(**(code **)(*(int *)pCVar2 + 0xb4))(pCVar2,"ApplyNavAttributes",0,0,local_30,0);
}
return uVar1;
}
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.