L L4D2node

CheckForClimbableSurface

0x0070acb0 · 417 bytes · __cdecl

_Z24CheckForClimbableSurfaceRK6VectorS1_

Decompiled

undefined (2 params)

/* CheckForClimbableSurface(Vector const&, Vector const&) */

uint CheckForClimbableSurface(Vector *param_1,Vector *param_2)

{
  uint uVar1;
  int iVar2;
  CTraceFilterSimple local_cc [16];
  float local_bc;
  float local_b8;
  float local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  Vector local_60 [12];
  Vector local_54 [32];
  float local_34;
  uint local_30;
  short local_20;
  
  local_7c = 0;
  local_78 = 1;
  local_bc = *(float *)param_1;
  local_b4 = *(float *)(param_1 + 8);
  local_ac = *(float *)param_2 - local_bc;
  local_b8 = *(float *)(param_1 + 4);
  local_a4 = *(float *)(param_2 + 8) - local_b4;
  local_a8 = *(float *)(param_2 + 4) - local_b8;
  local_84 = 0;
  local_88 = 0;
  local_8c = 0;
  local_77 = local_a4 * local_a4 + local_ac * local_ac + local_a8 * local_a8 != 0.0;
  local_94 = 0;
  local_98 = 0;
  local_9c = 0;
  CTraceFilterSimple::CTraceFilterSimple
            (local_cc,(IHandleEntity *)0x0,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x2420b,local_cc,local_60);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
  }
  uVar1 = 0;
  if (local_34 != 1.0) {
    iVar2 = (**(code **)(*physprops + 0x18))(physprops,(int)local_20);
    uVar1 = 1;
    if (*(char *)(iVar2 + 0x4e) == '\0') {
      return local_30 >> 0x1d & 1;
    }
  }
  return uVar1;
}

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)