L L4D2node

UTIL_FindClosestPassableSpace

0x00582ed0 · 103 bytes · __cdecl

_Z29UTIL_FindClosestPassableSpaceP11CBaseEntityRK6VectorjPS1_

Decompiled

undefined (4 params)

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

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

{
  undefined4 uVar1;
  Vector local_18 [12];
  
  uVar1 = UTIL_FindClosestPassableSpace(param_1,param_2,param_3,100,local_18,param_4);
  if ((char)uVar1 != '\0') {
    (**(code **)(*(int *)param_1 + 0x1dc))(param_1,local_18,0,0);
  }
  return uVar1;
}

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)