L L4D2node

FindNeighborCornerVert

0x000d0520 · 220 bytes · __regparm3

_ZL22FindNeighborCornerVertP13CCoreDispInfoRK6Vector

Decompiled

undefined (2 params)

/* FindNeighborCornerVert(CCoreDispInfo*, Vector const&) */

int __regparm3 FindNeighborCornerVert(CCoreDispInfo *param_1,Vector *param_2)

{
  short sVar1;
  short sVar2;
  CPowerInfo *this;
  short *psVar3;
  int iVar4;
  int iVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  int local_2c;
  float local_20;
  
  iVar5 = 0;
  local_2c = 0;
  local_20 = 1e+24;
  do {
    this = (CPowerInfo *)(*(code *)**(undefined4 **)param_1)(param_1);
    psVar3 = (short *)CPowerInfo::GetCornerPointIndex(this,iVar5);
    sVar1 = *psVar3;
    sVar2 = psVar3[1];
    iVar4 = (*(code *)**(undefined4 **)param_1)(param_1);
    iVar4 = ((int)sVar1 + *(int *)(iVar4 + 0x24) * (int)sVar2) * 0x90 + *(int *)(param_1 + 0x1b8);
    fVar6 = *(float *)(iVar4 + 0x2c) - *(float *)(param_2 + 4);
    fVar8 = *(float *)(iVar4 + 0x30) - *(float *)(param_2 + 8);
    fVar7 = *(float *)(iVar4 + 0x28) - *(float *)param_2;
    fVar6 = SQRT(fVar6 * fVar6 + fVar8 * fVar8 + fVar7 * fVar7);
    if (fVar6 < local_20) {
      local_2c = iVar5;
      local_20 = fVar6;
    }
    iVar5 = iVar5 + 1;
  } while (iVar5 != 4);
  iVar5 = -1;
  if (local_20 <= 0.1) {
    iVar5 = local_2c;
  }
  return iVar5;
}

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)