L L4D2node

CNavArea::IsFlat

0x006fc150 · 204 bytes · __thiscall

_ZNK8CNavArea6IsFlatEv

Decompiled

undefined (1 param)

/* CNavArea::IsFlat() const */

bool __thiscall CNavArea::IsFlat(CNavArea *this)

{
  float fVar1;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  ComputeNormal(this,(Vector *)&local_24,false);
  ComputeNormal(this,(Vector *)&local_18,true);
  fVar1 = *(float *)(nav_coplanar_slope_limit._28_4_ + 0x2c);
  if (((((*(int *)(this + 0xec) != 0) && (*(char *)(*(int *)(this + 0xec) + 0x90) != '\0')) ||
       ((*(int *)(this + 0xf0) != 0 && (*(char *)(*(int *)(this + 0xf0) + 0x90) != '\0')))) ||
      ((*(int *)(this + 0xf4) != 0 && (*(char *)(*(int *)(this + 0xf4) + 0x90) != '\0')))) ||
     ((*(int *)(this + 0xf8) != 0 && (*(char *)(*(int *)(this + 0xf8) + 0x90) != '\0')))) {
    fVar1 = *(float *)(nav_coplanar_slope_limit_displacement._28_4_ + 0x2c);
  }
  return fVar1 < local_14 * local_20 + local_18 * local_24 + local_10 * local_1c;
}

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)