L L4D2node

CNavArea::ComputePortal

0x006fcc80 · 291 bytes · __thiscall

_ZNK8CNavArea13ComputePortalEPKS_10NavDirTypeP6VectorPf

Decompiled

undefined (5 params)

/* CNavArea::ComputePortal(CNavArea const*, NavDirType, Vector*, float*) const */

void __thiscall
CNavArea::ComputePortal(CNavArea *this,int param_1,uint param_3,float *param_4,float *param_5)

{
  float fVar1;
  float fVar2;
  longdouble lVar3;
  float fVar4;
  float fVar5;
  
  if ((param_3 & 0xfffffffd) == 0) {
    if (param_3 == 0) {
      param_4[1] = *(float *)(this + 8);
    }
    else {
      param_4[1] = *(float *)(this + 0x14);
    }
    fVar1 = *(float *)(this + 0x10);
    fVar2 = *(float *)(this + 4);
    fVar5 = *(float *)(param_1 + 0x10);
    if (fVar1 <= *(float *)(param_1 + 0x10)) {
      fVar5 = fVar1;
    }
    fVar4 = *(float *)(param_1 + 4);
    if (*(float *)(param_1 + 4) <= fVar2) {
      fVar4 = fVar2;
    }
    if (fVar5 <= fVar2) {
      fVar5 = fVar2;
    }
    if (fVar1 <= fVar4) {
      fVar4 = fVar1;
    }
    *param_4 = (fVar5 + fVar4) * 0.5;
    *param_5 = (fVar5 - fVar4) * 0.5;
  }
  else {
    if (param_3 == 3) {
      *param_4 = *(float *)(this + 4);
    }
    else {
      *param_4 = *(float *)(this + 0x10);
    }
    fVar1 = *(float *)(this + 8);
    fVar2 = *(float *)(this + 0x14);
    fVar5 = *(float *)(param_1 + 8);
    if (*(float *)(param_1 + 8) <= fVar1) {
      fVar5 = fVar1;
    }
    fVar4 = *(float *)(param_1 + 0x14);
    if (fVar2 <= *(float *)(param_1 + 0x14)) {
      fVar4 = fVar2;
    }
    if (fVar2 <= fVar5) {
      fVar5 = fVar2;
    }
    if (fVar4 <= fVar1) {
      fVar4 = fVar1;
    }
    param_4[1] = (fVar5 + fVar4) * 0.5;
    *param_5 = (fVar4 - fVar5) * 0.5;
  }
  lVar3 = (longdouble)GetZ(this,*param_4,param_4[1]);
  param_4[2] = (float)lVar3;
  return;
}

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)