L L4D2node

NavAreaDumpSortFn

0x00719cf0 · 101 bytes · __cdecl

_ZL17NavAreaDumpSortFnPKiS0_

Decompiled

undefined (2 params)

/* NavAreaDumpSortFn(int const*, int const*) */

uint NavAreaDumpSortFn(int *param_1,int *param_2)

{
  int iVar1;
  int iVar2;
  uint uVar3;
  
  iVar1 = *(int *)(TheNavAreas + *param_1 * 4);
  iVar2 = *(int *)(TheNavAreas + *param_2 * 4);
  if (*(float *)(iVar1 + 0x2c) < *(float *)(iVar2 + 0x2c)) {
    return 0xffffffff;
  }
  uVar3 = 1;
  if (*(float *)(iVar1 + 0x2c) <= *(float *)(iVar2 + 0x2c)) {
    if (*(float *)(iVar1 + 0x30) < *(float *)(iVar2 + 0x30)) {
      return 0xffffffff;
    }
    if (*(float *)(iVar1 + 0x30) <= *(float *)(iVar2 + 0x30)) {
      if (*(float *)(iVar1 + 0x34) < *(float *)(iVar2 + 0x34)) {
        return 0xffffffff;
      }
      uVar3 = (uint)(*(float *)(iVar2 + 0x34) < *(float *)(iVar1 + 0x34));
    }
  }
  return uVar3;
}

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)