CNavArea::ComputeNormal
0x006fc000 · 163 bytes · __thiscall
_ZNK8CNavArea13ComputeNormalEP6Vectorb
Decompiled
undefined (3 params)
/* CNavArea::ComputeNormal(Vector*, bool) const */
void __thiscall CNavArea::ComputeNormal(CNavArea *this,Vector *param_1,bool param_2)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
if (param_1 != (Vector *)0x0) {
if (param_2) {
fVar4 = *(float *)(this + 0x28) - *(float *)(this + 0x18);
fVar2 = *(float *)(this + 4) - *(float *)(this + 0x10);
fVar1 = *(float *)(this + 8) - *(float *)(this + 0x14);
fVar3 = *(float *)(this + 0x24) - *(float *)(this + 0x18);
}
else {
fVar4 = *(float *)(this + 0x24) - *(float *)(this + 0xc);
fVar2 = *(float *)(this + 0x10) - *(float *)(this + 4);
fVar1 = *(float *)(this + 0x14) - *(float *)(this + 8);
fVar3 = *(float *)(this + 0x28) - *(float *)(this + 0xc);
}
*(float *)param_1 = -(fVar4 * fVar1);
*(float *)(param_1 + 4) = -(fVar3 * fVar2);
*(float *)(param_1 + 8) = fVar1 * fVar2;
VectorNormalize(param_1);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.