L L4D2node

CNavArea::FindClosestNode

0x007062f0 · 253 bytes · __thiscall

_ZNK8CNavArea15FindClosestNodeERK6Vector10NavDirType

Decompiled

undefined (3 params)

/* CNavArea::FindClosestNode(Vector const&, NavDirType) const */

float * __thiscall CNavArea::FindClosestNode(CNavArea *this,float *param_1,undefined4 param_3)

{
  float *pfVar1;
  undefined4 *puVar2;
  int iVar3;
  float *pfVar4;
  float fVar5;
  float fVar6;
  undefined4 *local_30;
  undefined4 local_2c;
  undefined4 local_28;
  int local_24;
  undefined4 *local_20;
  
  iVar3 = 0;
  do {
    if (*(int *)(this + iVar3 * 4 + 0xec) != 0) {
      local_30 = (undefined4 *)0x0;
      local_2c = 0;
      local_28 = 0;
      local_24 = 0;
      local_20 = (undefined4 *)0x0;
                    /* try { // try from 00706354 to 00706358 has its CatchHandler @ 007063f1 */
      GetNodes(this,param_3,(CUtlMemory<CNavNode*,int> *)&local_30);
      if (local_24 < 1) {
        pfVar4 = (float *)0x0;
      }
      else {
        pfVar4 = (float *)0x0;
        fVar6 = 3.4028235e+38;
        puVar2 = local_30;
        do {
          pfVar1 = (float *)*puVar2;
          fVar5 = (param_1[1] - pfVar1[1]) * (param_1[1] - pfVar1[1]) +
                  (param_1[2] - pfVar1[2]) * (param_1[2] - pfVar1[2]) +
                  (*param_1 - *pfVar1) * (*param_1 - *pfVar1);
          if (fVar5 < fVar6) {
            pfVar4 = pfVar1;
            fVar6 = fVar5;
          }
          puVar2 = puVar2 + 1;
        } while (puVar2 != local_30 + local_24);
      }
      local_24 = 0;
      CUtlMemory<CNavNode*,int>::Purge((CUtlMemory<CNavNode*,int> *)&local_30);
      local_20 = local_30;
      CUtlMemory<CNavNode*,int>::Purge((CUtlMemory<CNavNode*,int> *)&local_30);
      return pfVar4;
    }
    iVar3 = iVar3 + 1;
  } while (iVar3 != 4);
  return (float *)0x0;
}

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)