L L4D2node

CNavArea::GetZDeltaAtEdgeToArea

0x006fc800 · 177 bytes · __thiscall

_ZNK8CNavArea21GetZDeltaAtEdgeToAreaERKS_

Decompiled

undefined (2 params)

/* CNavArea::GetZDeltaAtEdgeToArea(CNavArea const&) const */

longdouble __thiscall CNavArea::GetZDeltaAtEdgeToArea(CNavArea *this,CNavArea *param_1)

{
  undefined4 local_24;
  undefined4 local_20;
  float local_1c;
  Vector local_18 [8];
  float local_10;
  
  if (((byte)this[0x57] & 0x20) == 0) {
    if (((byte)param_1[0x57] & 0x20) == 0) goto LAB_006fc81e;
    local_24 = *(undefined4 *)(param_1 + 0x2c);
    local_20 = *(undefined4 *)(param_1 + 0x30);
    local_1c = *(float *)(param_1 + 0x34);
  }
  else {
    if (((byte)param_1[0x57] & 0x20) != 0) {
      return (longdouble)(*(float *)(param_1 + 0x28) - *(float *)(this + 0x28));
    }
LAB_006fc81e:
    GetClosestPointOnArea(param_1,(Vector *)(this + 0x2c),(Vector *)&local_24);
    if (((byte)this[0x57] & 0x20) != 0) {
      local_10 = *(float *)(this + 0x28);
      goto LAB_006fc83f;
    }
  }
  GetClosestPointOnArea(this,(Vector *)&local_24,local_18);
LAB_006fc83f:
  return (longdouble)(local_1c - local_10);
}

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)