L L4D2node

GetNodeNeighborNode

0x000c0c50 · 486 bytes · __cdecl

_Z19GetNodeNeighborNodeiiii

Decompiled

undefined (4 params)

/* GetNodeNeighborNode(int, int, int, int) */

int GetNodeNeighborNode(int param_1,int param_2,int param_3,int param_4)

{
  byte bVar1;
  uint uVar2;
  uint uVar3;
  uint uVar4;
  byte bVar5;
  uint uVar6;
  uint uVar7;
  int iVar8;
  
  iVar8 = -99999;
  uVar4 = param_4 - 1;
  if (uVar4 < 4) {
    iVar8 = *(int *)(CSWTCH_387 + uVar4 * 4);
  }
  uVar4 = 1 << ((byte)uVar4 & 0x1f);
  if (param_2 - iVar8 == 0) {
    uVar6 = 0;
    uVar7 = 0;
  }
  else {
    bVar5 = 0;
    uVar6 = 0;
    uVar7 = 0;
    uVar2 = param_2 - iVar8;
    do {
      uVar6 = uVar6 | (uVar2 & 1) << (bVar5 & 0x1f);
      uVar3 = (int)uVar2 >> 2;
      bVar1 = bVar5 & 0x1f;
      bVar5 = bVar5 + 1;
      uVar7 = uVar7 | ((int)uVar2 >> 1 & 1U) << bVar1;
      uVar2 = uVar3;
    } while (uVar3 != 0);
  }
  if (param_3 == 1) {
    uVar7 = uVar7 + 1;
    if (uVar7 == uVar4) {
      return -2;
    }
    uVar4 = 0;
    if (uVar6 != 0) {
      bVar5 = 0;
      do {
        bVar1 = bVar5 & 0x1f;
        bVar5 = bVar5 + 2;
        uVar4 = uVar4 | (uVar6 & 1) << bVar1;
        uVar6 = (int)uVar6 >> 1;
      } while (uVar6 != 0);
    }
    if (uVar7 != 0) {
      bVar5 = 1;
      do {
        bVar1 = bVar5 & 0x1f;
        bVar5 = bVar5 + 2;
        uVar4 = uVar4 | (uVar7 & 1) << bVar1;
        uVar7 = (int)uVar7 >> 1;
      } while (uVar7 != 0);
      return uVar4 + iVar8;
    }
  }
  else if (param_3 < 2) {
    if (param_3 != 0) {
      return -99999;
    }
    if ((int)uVar6 < 1) {
      return -1;
    }
    uVar4 = 0;
    uVar6 = uVar6 - 1;
    if (uVar6 != 0) {
      bVar5 = 0;
      do {
        bVar1 = bVar5 & 0x1f;
        bVar5 = bVar5 + 2;
        uVar4 = uVar4 | (uVar6 & 1) << bVar1;
        uVar6 = (int)uVar6 >> 1;
      } while (uVar6 != 0);
    }
    if (uVar7 != 0) {
      bVar5 = 1;
      do {
        bVar1 = bVar5 & 0x1f;
        bVar5 = bVar5 + 2;
        uVar4 = uVar4 | (uVar7 & 1) << bVar1;
        uVar7 = (int)uVar7 >> 1;
      } while (uVar7 != 0);
      return uVar4 + iVar8;
    }
  }
  else if (param_3 == 2) {
    uVar6 = uVar6 + 1;
    if (uVar6 == uVar4) {
      return -3;
    }
    uVar4 = 0;
    if (uVar6 != 0) {
      bVar5 = 0;
      do {
        bVar1 = bVar5 & 0x1f;
        bVar5 = bVar5 + 2;
        uVar4 = uVar4 | (uVar6 & 1) << bVar1;
        uVar6 = (int)uVar6 >> 1;
      } while (uVar6 != 0);
    }
    if (uVar7 != 0) {
      bVar5 = 1;
      do {
        bVar1 = bVar5 & 0x1f;
        bVar5 = bVar5 + 2;
        uVar4 = uVar4 | (uVar7 & 1) << bVar1;
        uVar7 = (int)uVar7 >> 1;
      } while (uVar7 != 0);
      return uVar4 + iVar8;
    }
  }
  else {
    if (param_3 != 3) {
      return -99999;
    }
    if ((int)uVar7 < 1) {
      return -4;
    }
    uVar7 = uVar7 - 1;
    uVar4 = 0;
    if (uVar6 != 0) {
      bVar5 = 0;
      do {
        bVar1 = bVar5 & 0x1f;
        bVar5 = bVar5 + 2;
        uVar4 = uVar4 | (uVar6 & 1) << bVar1;
        uVar6 = (int)uVar6 >> 1;
      } while (uVar6 != 0);
    }
    if (uVar7 != 0) {
      bVar5 = 1;
      do {
        bVar1 = bVar5 & 0x1f;
        bVar5 = bVar5 + 2;
        uVar4 = uVar4 | (uVar7 & 1) << bVar1;
        uVar7 = (int)uVar7 >> 1;
      } while (uVar7 != 0);
    }
  }
  return uVar4 + iVar8;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)