L L4D2node

CNavArea::ComputeDirection

0x006fe0a0 · 158 bytes · __thiscall

_ZNK8CNavArea16ComputeDirectionEP6Vector

Decompiled

undefined (2 params)

/* CNavArea::ComputeDirection(Vector*) const */

char __thiscall CNavArea::ComputeDirection(CNavArea *this,Vector *param_1)

{
  float fVar1;
  char cVar2;
  float fVar3;
  
  fVar1 = *(float *)param_1;
  if ((fVar1 < *(float *)(this + 4)) ||
     (*(float *)(this + 0x10) <= fVar1 && fVar1 != *(float *)(this + 0x10))) {
    fVar3 = *(float *)(param_1 + 4);
    if ((*(float *)(this + 8) <= fVar3) &&
       (fVar3 < *(float *)(this + 0x14) || fVar3 == *(float *)(this + 0x14))) {
      if (fVar1 < *(float *)(this + 4)) {
        return '\x03';
      }
      if (*(float *)(this + 0x10) <= fVar1 && fVar1 != *(float *)(this + 0x10)) {
        return '\x01';
      }
    }
  }
  else {
    fVar3 = *(float *)(param_1 + 4);
    cVar2 = '\0';
    if ((fVar3 < *(float *)(this + 8)) ||
       (cVar2 = '\x02', *(float *)(this + 0x14) <= fVar3 && fVar3 != *(float *)(this + 0x14))) {
      return cVar2;
    }
  }
  if (ABS(fVar3 - *(float *)(this + 0x30)) < ABS(fVar1 - *(float *)(this + 0x2c))) {
    return (fVar1 - *(float *)(this + 0x2c) <= 0.0) * '\x02' + '\x01';
  }
  return (0.0 < fVar3 - *(float *)(this + 0x30)) * '\x02';
}

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)