L L4D2node

CNavArea::GetLightIntensity

0x006fffc0 · 224 bytes · __thiscall

_ZNK8CNavArea17GetLightIntensityERK6Vector

Decompiled

undefined (2 params)

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

longdouble __thiscall CNavArea::GetLightIntensity(CNavArea *this,Vector *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  
  fVar1 = *(float *)param_1;
  if (*(float *)(this + 0x10) < fVar1) {
    fVar5 = *(float *)(param_1 + 4);
    fVar4 = 0.0;
    fVar3 = *(float *)(this + 0x14);
    fVar1 = 1.0;
    fVar2 = 1.0;
    if (fVar3 < fVar5) goto LAB_007000a1;
  }
  else {
    fVar2 = *(float *)(this + 4);
    fVar3 = *(float *)(this + 0x14);
    if (fVar1 <= fVar2) {
      fVar1 = fVar2;
    }
    fVar5 = *(float *)(param_1 + 4);
    fVar2 = (fVar1 - fVar2) / (*(float *)(this + 0x10) - fVar2);
    fVar4 = 1.0 - fVar2;
    fVar1 = fVar2;
    if (fVar3 < fVar5) {
LAB_007000a1:
      fVar3 = 1.0;
      fVar5 = 0.0;
      goto LAB_00700031;
    }
  }
  fVar2 = *(float *)(this + 8);
  if (fVar5 <= fVar2) {
    fVar5 = fVar2;
  }
  fVar3 = (fVar5 - fVar2) / (fVar3 - fVar2);
  fVar5 = 1.0 - fVar3;
  fVar2 = fVar1;
LAB_00700031:
  return (longdouble)
         ((*(float *)(this + 0xe4) * fVar2 + *(float *)(this + 0xe8) * fVar4) * fVar3 +
         (fVar2 * *(float *)(this + 0xe0) + fVar4 * *(float *)(this + 0xdc)) * fVar5);
}

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)