CNavMesh::FindLadderCorners
0x00708450 · 1122 bytes · __thiscall
_ZN8CNavMesh17FindLadderCornersEP6VectorS1_S1_.part.64
Decompiled
undefined (4 params)
/* CNavMesh::FindLadderCorners(Vector*, Vector*, Vector*) [clone .part.64] */
void __thiscall
CNavMesh::FindLadderCorners(CNavMesh *this,Vector *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
int in_EAX;
Vector *in_ECX;
Vector *in_EDX;
longdouble lVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float local_9c;
float local_98;
float local_94;
float local_90;
float local_8c;
float local_88;
float local_84;
float local_80;
float local_7c;
float local_78;
float local_74;
float local_70;
float local_6c;
float local_68;
float local_64;
float local_5c;
float local_58;
float local_54;
float local_4c;
float local_48;
float local_44;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_2c;
undefined1 local_28;
undefined1 local_27;
VectorVectors((Vector *)(in_EAX + 0x4b0),(Vector *)&local_9c,(Vector *)&local_90);
GetEditVectors((Vector *)&local_84,(Vector *)&local_78);
local_2c = 0;
local_5c = local_78 * 100000.0;
local_3c = 0;
local_58 = local_74 * 100000.0;
local_38 = 0;
local_54 = local_70 * 100000.0;
local_34 = 0;
local_28 = 1;
local_64 = local_7c + DAT_01053d50;
local_68 = local_80 + DAT_01053d4c;
local_27 = local_58 * local_58 + local_5c * local_5c + local_54 * local_54 != 0.0;
fVar4 = local_90 * 100000.0;
local_6c = local_84 + vec3_origin;
local_4c = -vec3_origin;
fVar7 = local_9c * 100000.0;
local_48 = -DAT_01053d4c;
local_44 = -DAT_01053d50;
fVar6 = local_98 * 100000.0;
fVar5 = local_88 * 100000.0;
fVar8 = local_94 * 100000.0;
fVar9 = local_8c * 100000.0;
fVar3 = *(float *)(in_EAX + 0x4a8);
fVar1 = *(float *)(in_EAX + 0x4ac);
*(float *)in_EDX = fVar7 + fVar4 + *(float *)(in_EAX + 0x4a4);
*(float *)(in_EDX + 4) = fVar6 + fVar9 + fVar3;
*(float *)(in_EDX + 8) = fVar8 + fVar5 + fVar1;
fVar3 = *(float *)(in_EAX + 0x4ac);
fVar1 = *(float *)(in_EAX + 0x4a4);
*(float *)(in_ECX + 4) = (*(float *)(in_EAX + 0x4a8) + fVar9) - fVar6;
*(float *)(in_ECX + 8) = (fVar3 + fVar5) - fVar8;
*(float *)in_ECX = (fVar1 + fVar4) - fVar7;
fVar3 = *(float *)(in_EAX + 0x4a4);
fVar1 = *(float *)(in_EAX + 0x4ac);
*(float *)(this + 4) = (*(float *)(in_EAX + 0x4a8) - fVar9) - fVar6;
*(float *)this = (fVar3 - fVar4) - fVar7;
*(float *)(this + 8) = (fVar1 - fVar5) - fVar8;
lVar2 = (longdouble)
IntersectRayWithTriangle((Ray_t *)&local_6c,in_EDX,in_ECX,(Vector *)this,false);
fVar3 = (float)lVar2;
if (fVar3 < 0.0) {
fVar3 = *(float *)(in_EAX + 0x4a8);
fVar1 = *(float *)(in_EAX + 0x4a4);
*(float *)(in_ECX + 8) =
(local_94 * 100000.0 + *(float *)(in_EAX + 0x4ac)) - local_88 * 100000.0;
*(float *)(in_ECX + 4) = (local_98 * 100000.0 + fVar3) - local_8c * 100000.0;
*(float *)in_ECX = (local_9c * 100000.0 + fVar1) - local_90 * 100000.0;
lVar2 = (longdouble)
IntersectRayWithTriangle((Ray_t *)&local_6c,in_EDX,in_ECX,(Vector *)this,false);
fVar3 = (float)lVar2;
}
*(undefined4 *)this = *(undefined4 *)(in_EAX + 0x464);
*(undefined4 *)(this + 4) = *(undefined4 *)(in_EAX + 0x468);
*(undefined4 *)(this + 8) = *(undefined4 *)(in_EAX + 0x46c);
if (0.0 < fVar3 && fVar3 < 100000.0) {
local_7c = local_70 * 100000.0 * fVar3 + local_7c;
*(float *)(this + 4) = local_74 * 100000.0 * fVar3 + local_80;
*(float *)(this + 8) = local_7c;
*(float *)this = local_78 * 100000.0 * fVar3 + local_84;
fVar3 = *(float *)(in_EAX + 0x4ac);
fVar1 = *(float *)(in_EAX + 0x4a4);
fVar4 = (local_7c - fVar3) / local_88;
*(float *)(in_EDX + 4) = *(float *)(in_EAX + 0x4a8) + local_8c * fVar4;
*(float *)in_EDX = fVar1 + local_90 * fVar4;
*(float *)(in_EDX + 8) = fVar3 + fVar4 * local_88;
fVar3 = *(float *)(this + 8);
fVar1 = *(float *)this;
*(float *)(in_ECX + 4) = *(float *)(this + 4) - local_8c * fVar4;
*(float *)(in_ECX + 8) = fVar3 - fVar4 * local_88;
*(float *)in_ECX = fVar1 - local_90 * fVar4;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
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Just a Signatures{} block, ready to drop into a gamedata
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raw memory ops, or anything else.
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