L L4D2node

CNavMesh::CommandNavBuildLadder

0x0070af30 · 717 bytes · __thiscall

_ZN8CNavMesh21CommandNavBuildLadderEv

Decompiled

undefined (1 param)

/* CNavMesh::CommandNavBuildLadder() */

void __thiscall CNavMesh::CommandNavBuildLadder(CNavMesh *this)

{
  uint local_7c;
  uint local_78;
  uint local_74;
  uint local_70;
  uint local_6c;
  uint local_68;
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  uint local_28;
  uint local_24;
  uint local_20;
  
  if ((*(int *)(this + 0x458) == 0) && (this[0x494] != (CNavMesh)0x0)) {
    local_20 = *(uint *)(this + 0x4a0) ^ 0x80000000;
    local_24 = *(uint *)(this + 0x49c) ^ 0x80000000;
    local_28 = *(uint *)(this + 0x498) ^ 0x80000000;
    VectorVectors((Vector *)&local_28,(Vector *)&local_7c,(Vector *)&local_70);
    local_5c = *(float *)(this + 0x46c);
    *(float *)(this + 0x4b0) = *(float *)(this + 0x498);
    *(float *)(this + 0x4b4) = *(float *)(this + 0x49c);
    local_4c = *(float *)(this + 0x498) * -16.0;
    local_64 = *(float *)(this + 0x464);
    *(float *)(this + 0x4b8) = *(float *)(this + 0x4a0);
    local_48 = *(float *)(this + 0x49c) * -16.0;
    local_60 = *(float *)(this + 0x468);
    local_44 = *(float *)(this + 0x4a0) * -16.0;
    local_28 = local_7c ^ 0x80000000;
    local_24 = local_78 ^ 0x80000000;
    local_20 = local_74 ^ 0x80000000;
    local_58 = local_64;
    local_54 = local_60;
    local_50 = local_5c;
    StepAlongClimbableSurface((Vector *)&local_64,(Vector *)&local_28,(Vector *)&local_4c);
    local_28 = local_7c;
    local_24 = local_78;
    local_20 = local_74;
    StepAlongClimbableSurface((Vector *)&local_58,(Vector *)&local_28,(Vector *)&local_4c);
    local_40 = (local_58 + local_64) * 0.5;
    local_3c = (local_54 + local_60) * 0.5;
    local_38 = (local_50 + local_5c) * 0.5;
    local_28 = local_70;
    local_24 = local_6c;
    local_20 = local_68;
    local_34 = local_40;
    local_30 = local_3c;
    local_2c = local_38;
    StepAlongClimbableSurface((Vector *)&local_40,(Vector *)&local_28,(Vector *)&local_4c);
    local_28 = local_70 ^ 0x80000000;
    local_24 = local_6c ^ 0x80000000;
    local_20 = local_68 ^ 0x80000000;
    StepAlongClimbableSurface((Vector *)&local_34,(Vector *)&local_28,(Vector *)&local_4c);
    CreateLadder(this,(Vector *)&local_40,(Vector *)&local_34,
                 SQRT((local_60 - local_54) * (local_60 - local_54) +
                      (local_64 - local_58) * (local_64 - local_58) +
                      (local_5c - local_50) * (local_5c - local_50)),(Vector2D *)(this + 0x4b0),0.0)
    ;
    return;
  }
  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)