L L4D2node

CNavMesh::GetEditVectors

0x00707bf0 · 166 bytes · __regparm3

_ZN8CNavMesh14GetEditVectorsEP6VectorS1_.part.63

Decompiled

undefined (2 params)

/* CNavMesh::GetEditVectors(Vector*, Vector*) [clone .part.63] */

void __regparm3 CNavMesh::GetEditVectors(Vector *param_1,Vector *param_2)

{
  CBasePlayer *this;
  float *pfVar1;
  float *pfVar2;
  float local_28;
  float local_24;
  float local_20;
  
  this = (CBasePlayer *)UTIL_GetListenServerHost();
  if (this != (CBasePlayer *)0x0) {
    pfVar1 = (float *)CBasePlayer::GetPunchAngle(this);
    pfVar2 = (float *)(**(code **)(*(int *)this + 0x238))(this);
    local_28 = *pfVar1 + *pfVar2;
    local_24 = pfVar1[1] + pfVar2[1];
    local_20 = pfVar1[2] + pfVar2[2];
    AngleVectors((QAngle *)&local_28,param_2);
    (**(code **)(*(int *)this + 0x234))((QAngle *)&local_28,this);
    *(float *)param_1 = local_28;
    *(float *)(param_1 + 4) = local_24;
    *(float *)(param_1 + 8) = local_20;
  }
  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)