L L4D2node

CScriptNavBlocker::Spawn

0x00719b20 · 450 bytes · __thiscall

_ZN17CScriptNavBlocker5SpawnEv

Decompiled

undefined (1 param)

/* CScriptNavBlocker::Spawn() */

void __thiscall CScriptNavBlocker::Spawn(CScriptNavBlocker *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  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;
  float local_28;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  CFuncNavBlocker::Spawn((CFuncNavBlocker *)this);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
  }
  VMatrix::SetupMatrixOrgAngles
            ((VMatrix *)&local_4c,(Vector *)&vec3_origin,(QAngle *)(this + 0x37c));
  fVar1 = *(float *)(this + 0x464);
  fVar2 = *(float *)(this + 0x468);
  fVar3 = *(float *)(this + 0x46c);
  fVar4 = 1.0 / (local_1c * fVar1 + local_18 * fVar2 + local_10 + local_14 * fVar3);
  local_54 = ABS((local_3c * fVar1 + local_38 * fVar2 + local_30 + local_34 * fVar3) * fVar4);
  *(float *)(this + 0x468) = local_54;
  local_50 = ABS((local_2c * fVar1 + local_28 * fVar2 + local_20 + local_24 * fVar3) * fVar4);
  *(float *)(this + 0x46c) = local_50;
  local_58 = ABS((fVar1 * local_4c + fVar2 * local_48 + local_40 + fVar3 * local_44) * fVar4);
  *(float *)(this + 0x464) = local_58;
  local_58 = -local_58;
  local_54 = -local_54;
  local_50 = -local_50;
  CCollisionProperty::SetCollisionBounds
            ((CCollisionProperty *)(this + 0x194),(Vector *)&local_58,(Vector *)(this + 0x464));
  CCollisionProperty::CollisionAABBToWorldAABB
            ((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
             (Vector *)(this + 0x440),(Vector *)(this + 0x44c));
  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)