ZombieBotLocomotion::IsAreaTraversable
0x00a51580 · 120 bytes · __thiscall
_ZNK19ZombieBotLocomotion17IsAreaTraversableEPK8CNavArea
Decompiled
undefined (2 params)
/* ZombieBotLocomotion::IsAreaTraversable(CNavArea const*) const */
undefined4 __thiscall
ZombieBotLocomotion::IsAreaTraversable(ZombieBotLocomotion *this,CNavArea *param_1)
{
char cVar1;
int *piVar2;
undefined4 uVar3;
if ((((byte)param_1[0x56] & 1) == 0) &&
(cVar1 = CNavArea::IsBlocked(param_1,3,false), cVar1 == '\0')) {
if (((byte)param_1[0x56] & 2) == 0) {
return 1;
}
piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
piVar2 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
if (piVar2 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x00a515f9. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar3 = (**(code **)(*piVar2 + 0x114))();
return uVar3;
}
}
return 0;
}
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.