L L4D2node

CNavMesh::SnapToGrid

0x00709d40 · 286 bytes · __cdecl

_ZNK8CNavMesh10SnapToGridERK6Vectorbbb

Decompiled

undefined (4 params)

/* CNavMesh::SnapToGrid(Vector const&, bool, bool, bool) const */

Vector * CNavMesh::SnapToGrid(Vector *param_1,bool param_2,bool param_3,bool param_4)

{
  float fVar1;
  float fVar2;
  int iVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  undefined3 in_stack_0000000d;
  char in_stack_00000014;
  bool in_stack_00000018;
  
  if (*(int *)(TheNavMesh + 0x528) == 0) {
    iVar3 = GetGridSize(in_stack_00000018);
    if (iVar3 == 0) {
      *(float *)param_1 = *_param_3;
      *(float *)(param_1 + 4) = _param_3[1];
      *(float *)(param_1 + 8) = _param_3[2];
      return param_1;
    }
  }
  else {
    iVar3 = 0x19;
  }
  fVar5 = *_param_3;
  fVar4 = _param_3[1];
  fVar1 = _param_3[2];
  if (param_4) {
    fVar6 = (float)iVar3;
    fVar2 = fVar6;
    if (fVar5 < 0.0) {
      fVar2 = -fVar6;
    }
    fVar5 = (float)((int)(fVar5 + fVar2 * 0.5) / (int)fVar6) * fVar6;
  }
  if (in_stack_00000014 != '\0') {
    fVar6 = (float)iVar3;
    fVar2 = fVar6;
    if (fVar4 < 0.0) {
      fVar2 = -fVar6;
    }
    fVar4 = (float)((int)(fVar4 + fVar2 * 0.5) / (int)fVar6) * fVar6;
  }
  *(float *)param_1 = fVar5;
  *(float *)(param_1 + 4) = fVar4;
  *(float *)(param_1 + 8) = fVar1;
  return param_1;
}

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)