CTerrorPlayer::IsAreaTraversable
0x009de130 · 132 bytes · __thiscall
_ZNK13CTerrorPlayer17IsAreaTraversableEPK8CNavArea
Decompiled
undefined (2 params)
/* CTerrorPlayer::IsAreaTraversable(CNavArea const*) const */
undefined1 __thiscall CTerrorPlayer::IsAreaTraversable(CTerrorPlayer *this,CNavArea *param_1)
{
char cVar1;
undefined1 uVar2;
int iVar3;
if (param_1 == (CNavArea *)0x0) {
return false;
}
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
cVar1 = IsASurvivorTeam(iVar3);
if (cVar1 == '\0') {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if ((iVar3 == 3) && (((byte)param_1[0x56] & 1) != 0)) {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar3 == 3) {
iVar3 = (**(code **)(*(int *)this + 0x544))(this);
return iVar3 == 8;
}
return false;
}
}
else if ((*(uint *)(param_1 + 0x54) & 0x30000) != 0) {
return false;
}
uVar2 = CBaseCombatCharacter::IsAreaTraversable((CBaseCombatCharacter *)this,param_1);
return uVar2;
}
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.