L L4D2node

CNavArea::IsZDeltaPossiblyTraversable

0x006fc8d0 · 334 bytes · __thiscall

_ZNK8CNavArea27IsZDeltaPossiblyTraversableERKS_ff

Decompiled

undefined (4 params)

/* CNavArea::IsZDeltaPossiblyTraversable(CNavArea const&, float, float) const */

bool __thiscall
CNavArea::IsZDeltaPossiblyTraversable(CNavArea *this,CNavArea *param_1,float param_2,float param_3)

{
  byte bVar1;
  byte bVar2;
  float fVar3;
  float fVar4;
  
  bVar1 = (byte)param_1[0x7c] >> 6;
  if (bVar1 == 1) {
    fVar4 = *(float *)(param_1 + 0x24);
  }
  else if (bVar1 == 2) {
    fVar4 = *(float *)(param_1 + 0x18);
  }
  else if (bVar1 == 0) {
    fVar4 = *(float *)(param_1 + 0xc);
  }
  else {
    fVar4 = *(float *)(param_1 + 0x28);
  }
  bVar1 = (byte)this[0x7c] >> 4;
  bVar2 = bVar1 & 3;
  if (bVar2 == 1) {
    fVar3 = *(float *)(this + 0x24);
  }
  else if (bVar2 == 2) {
    fVar3 = *(float *)(this + 0x18);
  }
  else if ((bVar1 & 3) == 0) {
    fVar3 = *(float *)(this + 0xc);
  }
  else {
    fVar3 = *(float *)(this + 0x28);
  }
  if (param_2 < fVar4 - fVar3) {
    return false;
  }
  bVar1 = (byte)this[0x7c] >> 6;
  if (bVar1 == 1) {
    fVar4 = *(float *)(this + 0x24);
  }
  else if (bVar1 == 2) {
    fVar4 = *(float *)(this + 0x18);
  }
  else if (bVar1 == 0) {
    fVar4 = *(float *)(this + 0xc);
  }
  else {
    fVar4 = *(float *)(this + 0x28);
  }
  bVar1 = (byte)param_1[0x7c] >> 4 & 3;
  if (bVar1 == 1) {
    fVar3 = *(float *)(param_1 + 0x24);
  }
  else if (bVar1 == 2) {
    fVar3 = *(float *)(param_1 + 0x18);
  }
  else if (bVar1 == 0) {
    fVar3 = *(float *)(param_1 + 0xc);
  }
  else {
    fVar3 = *(float *)(param_1 + 0x28);
  }
  return fVar4 - fVar3 <= param_3;
}

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)