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 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.