L L4D2node

CEdgeList::AdvanceActiveEdgeList

0x001cc620 · 144 bytes · __thiscall

_ZN9CEdgeList21AdvanceActiveEdgeListEf

Decompiled

undefined (2 params)

/* CEdgeList::AdvanceActiveEdgeList(float) */

void __thiscall CEdgeList::AdvanceActiveEdgeList(CEdgeList *this,float param_1)

{
  float fVar1;
  CEdgeList *pCVar2;
  CEdgeList *pCVar3;
  float fVar4;
  float fVar5;
  
  fVar5 = -3.4028235e+38;
  *(undefined4 *)(this + 0x120) = 0x7f7fffff;
  pCVar3 = *(CEdgeList **)(this + 0x70);
  while (pCVar3 != this + 0x74) {
    fVar1 = *(float *)(pCVar3 + 0x10);
    pCVar2 = *(CEdgeList **)(pCVar3 + 0x2c);
    if (param_1 < fVar1) {
      fVar4 = (param_1 - *(float *)(pCVar3 + 4)) * *(float *)(pCVar3 + 0x18) + *(float *)pCVar3;
      if (fVar4 < fVar5) {
        *(float *)(pCVar3 + 0x20) = fVar5;
      }
      else {
        *(float *)(pCVar3 + 0x20) = fVar4;
        fVar5 = fVar4;
      }
      pCVar3 = pCVar2;
      if (fVar1 < *(float *)(this + 0x120)) {
        *(float *)(this + 0x120) = fVar1;
      }
    }
    else {
      *(CEdgeList **)((int)*(float *)(pCVar3 + 0x28) + 0x2c) = pCVar2;
      *(float *)((int)*(float *)(pCVar3 + 0x2c) + 0x28) = *(float *)(pCVar3 + 0x28);
      pCVar3 = pCVar2;
    }
  }
  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)