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 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.