L L4D2node

CNavArea::ComputeSpotEncounters

0x00706200 · 238 bytes · __thiscall

_ZN8CNavArea21ComputeSpotEncountersEv

Decompiled

undefined (1 param)

/* CNavArea::ComputeSpotEncounters() */

void __thiscall CNavArea::ComputeSpotEncounters(CNavArea *this)

{
  int *piVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  int local_24;
  int local_20;
  
  if (*(undefined4 **)(this + 0xd0) !=
      &CUtlVectorUltraConservative<SpotEncounter*,CUtlVectorUltraConservativeAllocator>::
       StaticData()::staticData) {
    free(*(undefined4 **)(this + 0xd0));
    *(undefined4 **)(this + 0xd0) =
         &CUtlVectorUltraConservative<SpotEncounter*,CUtlVectorUltraConservativeAllocator>::
          StaticData()::staticData;
  }
  if (*(int *)(nav_quicksave._28_4_ + 0x30) == 0) {
    local_20 = 0;
    do {
      piVar1 = *(int **)(this + local_20 * 4 + 0x58);
      if (0 < *piVar1) {
        local_24 = 0;
        do {
          iVar4 = 0;
          do {
            piVar2 = *(int **)(this + iVar4 * 4 + 0x58);
            if (0 < *piVar2) {
              iVar3 = 0;
              do {
                if (piVar1 + local_24 * 2 + 1 != piVar2 + iVar3 * 2 + 1) {
                  AddSpotEncounters(this,piVar1[local_24 * 2 + 1],local_20,piVar2[iVar3 * 2 + 1],
                                    iVar4);
                  piVar2 = *(int **)(this + iVar4 * 4 + 0x58);
                }
                iVar3 = iVar3 + 1;
              } while (iVar3 < *piVar2);
            }
            iVar4 = iVar4 + 1;
          } while (iVar4 != 4);
          local_24 = local_24 + 1;
          piVar1 = *(int **)(this + local_20 * 4 + 0x58);
        } while (local_24 < *piVar1);
      }
      local_20 = local_20 + 1;
    } while (local_20 != 4);
  }
  return;
}

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)