L L4D2node

UTIL_FindClosestPassableSpace

0x00582cc0 · 509 bytes · __cdecl

_Z29UTIL_FindClosestPassableSpaceP11CBaseEntityRK6VectorjjRS1_PS1_

Decompiled

undefined (6 params)

/* UTIL_FindClosestPassableSpace(CBaseEntity*, Vector const&, unsigned int, unsigned int, Vector&,
   Vector*) */

undefined4
UTIL_FindClosestPassableSpace
          (CBaseEntity *param_1,Vector *param_2,uint param_3,uint param_4,Vector *param_5,
          Vector *param_6)

{
  uint uVar1;
  undefined4 uVar2;
  undefined *puVar3;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  Vector local_28 [12];
  undefined **local_1c;
  CBaseEntity *local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  uVar1 = *(uint *)(param_1 + 0x188);
  if ((((uVar1 == 0xffffffff) ||
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
    CCollisionProperty::CollisionAABBToWorldAABB
              ((CCollisionProperty *)(param_1 + 0x194),(Vector *)(param_1 + 0x19c),
               (Vector *)(param_1 + 0x1a8),(Vector *)&local_40,(Vector *)&local_4c);
    local_30 = (local_3c + local_48) * 0.5;
    local_34 = (local_40 + local_4c) * 0.5;
    local_2c = (local_38 + local_44) * 0.5;
    local_48 = local_48 - local_30;
    local_4c = local_4c - local_34;
    local_44 = local_44 - local_2c;
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
    if (param_6 != (Vector *)0x0) {
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(param_1);
      }
      local_30 = (*(float *)(param_6 + 4) + local_30) - *(float *)(param_1 + 0x2e4);
      local_2c = (*(float *)(param_6 + 8) + local_2c) - *(float *)(param_1 + 0x2e8);
      local_34 = (local_34 + *(float *)param_6) - *(float *)(param_1 + 0x2e0);
    }
    local_14 = *(undefined4 *)(param_1 + 0x234);
    local_1c = &PTR_ShouldHitEntity_00c54528;
    local_18 = param_1;
    local_10 = 0;
    uVar2 = UTIL_FindClosestPassableSpace
                      ((Vector *)&local_34,(Vector *)&local_4c,param_2,(ITraceFilter *)&local_1c,
                       param_3,param_4,local_28);
  }
  else {
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
    uVar2 = 0;
    *(undefined4 *)param_5 = *(undefined4 *)(param_1 + 0x2e0);
    *(undefined4 *)(param_5 + 4) = *(undefined4 *)(param_1 + 0x2e4);
    *(undefined4 *)(param_5 + 8) = *(undefined4 *)(param_1 + 0x2e8);
  }
  return uVar2;
}

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)