L L4D2node

CNavArea::IsCoplanar

0x006fc230 · 459 bytes · __thiscall

_ZNK8CNavArea10IsCoplanarEPKS_

Decompiled

undefined (2 params)

/* CNavArea::IsCoplanar(CNavArea const*) const */

bool __thiscall CNavArea::IsCoplanar(CNavArea *this,CNavArea *param_1)

{
  bool bVar1;
  char cVar2;
  float fVar3;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  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')))) &&
     (cVar2 = IsFlat(this), cVar2 == '\0')) {
    bVar1 = false;
  }
  else if (((((*(int *)(param_1 + 0xec) == 0) ||
             (*(char *)(*(int *)(param_1 + 0xec) + 0x90) == '\0')) &&
            ((*(int *)(param_1 + 0xf0) == 0 || (*(char *)(*(int *)(param_1 + 0xf0) + 0x90) == '\0'))
            )) && (((*(int *)(param_1 + 0xf4) == 0 ||
                    (*(char *)(*(int *)(param_1 + 0xf4) + 0x90) == '\0')) &&
                   ((*(int *)(param_1 + 0xf8) == 0 ||
                    (*(char *)(*(int *)(param_1 + 0xf8) + 0x90) == '\0')))))) &&
          (cVar2 = IsFlat(param_1), cVar2 == '\0')) {
    bVar1 = false;
  }
  else {
    ComputeNormal(this,(Vector *)&local_24,false);
    ComputeNormal(param_1,(Vector *)&local_18,false);
    fVar3 = *(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')))))) {
      fVar3 = *(float *)(nav_coplanar_slope_limit_displacement._28_4_ + 0x2c);
    }
    bVar1 = fVar3 < local_14 * local_20 + local_18 * local_24 + local_10 * local_1c;
  }
  return bVar1;
}

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)