L L4D2node

CheckSmallVolumeDifferences

0x00194af0 · 129 bytes · __regparm3

_ZL27CheckSmallVolumeDifferencesP7mnode_tRK6Vector.part.4

Decompiled

undefined (2 params)

/* CheckSmallVolumeDifferences(mnode_t*, Vector const&) [clone .part.4] */

void __regparm3 CheckSmallVolumeDifferences(mnode_t *param_1,Vector *param_2)

{
  do {
    if (((5.0 <= *(float *)param_2 - *(float *)(param_1 + 0x20)) ||
        (5.0 <= *(float *)(param_2 + 4) - *(float *)(param_1 + 0x24))) ||
       (5.0 <= *(float *)(param_2 + 8) - *(float *)(param_1 + 0x28))) {
      return;
    }
    *(int *)param_1 = -3;
    if (*(int *)*(mnode_t **)(param_1 + 0x34) < 0) {
      CheckSmallVolumeDifferences(*(mnode_t **)(param_1 + 0x34),param_2);
    }
    param_1 = *(mnode_t **)(param_1 + 0x38);
  } while (*(int *)param_1 < 0);
  return;
}

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)