L L4D2node

CEscapeRoute::GetPositionOnPath

0x004e7da0 · 439 bytes · __thiscall

_ZNK12CEscapeRoute17GetPositionOnPathEfP6Vector

Decompiled

undefined (3 params)

/* CEscapeRoute::GetPositionOnPath(float, Vector*) const */

void __thiscall CEscapeRoute::GetPositionOnPath(CEscapeRoute *this,float param_1,Vector *param_2)

{
  CEscapeRoute *pCVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  CEscapeRoute *pCVar7;
  int iVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float local_14;
  float local_10;
  
  if (param_1 <= 0.0) {
    pCVar7 = this + (*(int *)(this + 0x1c40) * 3 + -3) * 4 + 0x440;
    uVar2 = *(undefined4 *)(pCVar7 + 4);
    uVar3 = *(undefined4 *)(pCVar7 + 8);
    *(undefined4 *)param_2 = *(undefined4 *)pCVar7;
    *(undefined4 *)(param_2 + 4) = uVar2;
    *(undefined4 *)(param_2 + 8) = uVar3;
    return;
  }
  if (param_1 < 1.0) {
    fVar10 = param_1 * *(float *)(this + 0x1c44);
    iVar8 = *(int *)(this + 0x1c40) + -1;
    if (0 < iVar8) {
      pCVar1 = this + iVar8 * 0xc + 0x440;
      pCVar7 = this + *(int *)(this + 0x1c40) * 0xc;
      fVar11 = *(float *)pCVar1;
      local_14 = *(float *)(pCVar1 + 8);
      local_10 = *(float *)(pCVar1 + 4);
      do {
        fVar4 = *(float *)(pCVar7 + 0x42c);
        iVar8 = iVar8 + -1;
        fVar5 = *(float *)(pCVar7 + 0x430);
        fVar6 = *(float *)(pCVar7 + 0x428);
        fVar9 = SQRT((local_10 - fVar4) * (local_10 - fVar4) +
                     (local_14 - fVar5) * (local_14 - fVar5) + (fVar11 - fVar6) * (fVar11 - fVar6));
        if (fVar10 < fVar9) {
          fVar10 = fVar10 / fVar9;
          *(float *)param_2 = (fVar6 - fVar11) * fVar10 + fVar11;
          *(float *)(param_2 + 4) = (fVar4 - local_10) * fVar10 + local_10;
          *(float *)(param_2 + 8) = (fVar5 - local_14) * fVar10 + local_14;
          return;
        }
        pCVar7 = pCVar7 + -0xc;
        fVar10 = fVar10 - fVar9;
        fVar11 = fVar6;
        local_14 = fVar5;
        local_10 = fVar4;
      } while (iVar8 != 0);
    }
    *(undefined4 *)param_2 = vec3_origin;
    *(undefined4 *)(param_2 + 4) = DAT_01053d4c;
    *(undefined4 *)(param_2 + 8) = DAT_01053d50;
    return;
  }
  uVar2 = *(undefined4 *)(this + 0x444);
  uVar3 = *(undefined4 *)(this + 0x448);
  *(undefined4 *)param_2 = *(undefined4 *)(this + 0x440);
  *(undefined4 *)(param_2 + 4) = uVar2;
  *(undefined4 *)(param_2 + 8) = uVar3;
  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)