L L4D2node

FindPositionInArea

0x006f95e0 · 613 bytes · __regparm3

_ZL18FindPositionInAreaP8CNavArea13NavCornerType

Decompiled

undefined (2 params)

/* FindPositionInArea(CNavArea*, NavCornerType) */

void __regparm3 FindPositionInArea(float *param_1,int param_2,int param_3)

{
  uint uVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float local_10;
  float local_c;
  
  uVar1 = param_3 - 1;
  if (uVar1 < 3) {
    local_10 = (float)*(int *)(CSWTCH_2270 + uVar1 * 4);
    fVar10 = (float)*(int *)(CSWTCH_2269 + uVar1 * 4);
    fVar9 = local_10 * 12.5;
    fVar4 = fVar10 * 12.5;
  }
  else {
    fVar4 = 12.5;
    fVar10 = 1.0;
    fVar9 = 12.5;
    local_10 = 1.0;
  }
  if (param_3 == 2) {
    local_c = *(float *)(param_2 + 8);
    fVar2 = *(float *)(param_2 + 0x10);
    fVar3 = *(float *)(param_2 + 0x14);
    fVar7 = *(float *)(param_2 + 0x18);
    fVar8 = *(float *)(param_2 + 4);
    fVar5 = fVar3;
    fVar6 = fVar2;
  }
  else if (param_3 == 3) {
    local_c = *(float *)(param_2 + 8);
    fVar8 = *(float *)(param_2 + 4);
    fVar3 = *(float *)(param_2 + 0x14);
    fVar7 = *(float *)(param_2 + 0x28);
    fVar2 = *(float *)(param_2 + 0x10);
    fVar5 = fVar3;
    fVar6 = fVar8;
  }
  else if (param_3 == 1) {
    fVar2 = *(float *)(param_2 + 0x10);
    local_c = *(float *)(param_2 + 8);
    fVar7 = *(float *)(param_2 + 0x24);
    fVar8 = *(float *)(param_2 + 4);
    fVar3 = *(float *)(param_2 + 0x14);
    fVar5 = local_c;
    fVar6 = fVar2;
  }
  else {
    fVar8 = *(float *)(param_2 + 4);
    local_c = *(float *)(param_2 + 8);
    fVar7 = *(float *)(param_2 + 0xc);
    fVar2 = *(float *)(param_2 + 0x10);
    fVar3 = *(float *)(param_2 + 0x14);
    fVar5 = local_c;
    fVar6 = fVar8;
  }
  fVar4 = fVar4 + fVar6;
  param_1[2] = fVar7;
  fVar9 = fVar9 + fVar5;
  *param_1 = fVar4;
  param_1[1] = fVar9;
  if ((fVar4 < fVar8) || (fVar2 < fVar4)) {
    fVar4 = local_10 * 0.5 * (fVar3 - local_c) + fVar5;
  }
  else {
    if ((local_c <= fVar9) && (fVar9 <= fVar3)) {
      return;
    }
    fVar4 = local_10 * 0.5 * (fVar3 - local_c) + fVar5;
    param_1[1] = fVar4;
    if ((local_c <= fVar4) && (fVar4 <= fVar3)) {
      return;
    }
  }
  param_1[1] = fVar9;
  fVar7 = fVar10 * 0.5 * (fVar2 - fVar8) + fVar6;
  *param_1 = fVar7;
  if (((fVar7 < fVar8) || (fVar2 < fVar7)) ||
     (((fVar9 < local_c || (fVar3 < fVar9)) &&
      ((param_1[1] = fVar4, fVar4 < local_c || (fVar3 < fVar4)))))) {
    fVar10 = fVar10 + fVar6;
    local_10 = local_10 + fVar5;
    *param_1 = fVar10;
    param_1[1] = local_10;
    if ((fVar10 < fVar8) || (((fVar2 < fVar10 || (local_10 < local_c)) || (fVar3 < local_10)))) {
      param_1[1] = fVar5;
      *param_1 = fVar6;
      return;
    }
  }
  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)