ChargerReturnToNavMesh::Update
0x00a889a0 · 277 bytes · __thiscall
_ZN22ChargerReturnToNavMesh6UpdateEP7Chargerf
Decompiled
undefined (3 params)
/* ChargerReturnToNavMesh::Update(Charger*, float) */
ChargerReturnToNavMesh * __thiscall
ChargerReturnToNavMesh::Update(ChargerReturnToNavMesh *this,Charger *param_1,float param_2)
{
char cVar1;
CNavArea *this_00;
int *piVar2;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
this_00 = (CNavArea *)(**(code **)(*(int *)param_2 + 0x52c))(param_2);
if (this_00 != (CNavArea *)0x0) {
if ((*(byte *)((int)param_2 + 0x14d) & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
}
cVar1 = CNavArea::Contains(this_00,(Vector *)((int)param_2 + 0x2e0));
if (cVar1 != '\0') {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
local_28 = *(undefined4 *)(this_00 + 0x2c);
local_24 = *(undefined4 *)(this_00 + 0x30);
local_20 = *(undefined4 *)(this_00 + 0x34);
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x9b4))(param_2);
(**(code **)(*piVar2 + 0xc0))(piVar2,&local_28,2,0,0,0,1,0x3e800000);
piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x9b0))(param_2);
(**(code **)(*piVar2 + 0xb4))(piVar2,&local_28,0x3f800000);
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
return this;
}
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
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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.