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 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.