L L4D2node

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 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)

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