L L4D2node

CNavArea::IsHidingSpotCollision

0x006ff100 · 124 bytes · __thiscall

_ZNK8CNavArea21IsHidingSpotCollisionERK6Vector

Decompiled

undefined (2 params)

/* CNavArea::IsHidingSpotCollision(Vector const&) const */

undefined4 __thiscall CNavArea::IsHidingSpotCollision(CNavArea *this,Vector *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  iVar1 = **(int **)(this + 0xcc);
  if (0 < iVar1) {
    iVar3 = 0;
    do {
      iVar2 = (*(int **)(this + 0xcc))[iVar3 + 1];
      fVar4 = *(float *)(iVar2 + 4) - *(float *)param_1;
      fVar6 = *(float *)(iVar2 + 8) - *(float *)(param_1 + 4);
      fVar5 = *(float *)(iVar2 + 0xc) - *(float *)(param_1 + 8);
      if (fVar4 * fVar4 + fVar6 * fVar6 + fVar5 * fVar5 < 900.0) {
        return 1;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
  }
  return 0;
}

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)