L L4D2node

NavAreaTravelDistance<ShortestPathCost>

0x00721ca0 · 518 bytes · __cdecl

_Z21NavAreaTravelDistanceI16ShortestPathCostEfRK6VectorS3_RT_

Decompiled

float (3 params)

/* float NavAreaTravelDistance<ShortestPathCost>(Vector const&, Vector const&, ShortestPathCost&) */

float NavAreaTravelDistance<ShortestPathCost>
                (Vector *param_1,Vector *param_2,ShortestPathCost *param_3)

{
  float *pfVar1;
  float *pfVar2;
  float *pfVar3;
  int iVar4;
  int iVar5;
  bool bVar6;
  CNavArea *pCVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  CNavArea *local_10;
  
  pCVar7 = (CNavArea *)
           CNavMesh::GetNearestNavArea(TheNavMesh,param_1,false,10000.0,false,true,false);
  if (pCVar7 != (CNavArea *)0x0) {
    local_10 = (CNavArea *)0x0;
    bVar6 = NavAreaBuildPath<ShortestPathCost>
                      (pCVar7,(CNavArea *)0x0,param_1,param_2,param_3,&local_10,0.0,-1,false);
    if (bVar6) {
      iVar4 = *(int *)(local_10 + 0x78);
      if (iVar4 == 0) {
        return SQRT((*(float *)(param_2 + 4) - *(float *)(param_1 + 4)) *
                    (*(float *)(param_2 + 4) - *(float *)(param_1 + 4)) +
                    (*(float *)(param_2 + 8) - *(float *)(param_1 + 8)) *
                    (*(float *)(param_2 + 8) - *(float *)(param_1 + 8)) +
                    (*(float *)param_2 - *(float *)param_1) *
                    (*(float *)param_2 - *(float *)param_1));
      }
      fVar9 = *(float *)(param_2 + 4) - *(float *)(iVar4 + 0x30);
      fVar8 = *(float *)(param_2 + 8) - *(float *)(iVar4 + 0x34);
      fVar11 = *(float *)param_2 - *(float *)(iVar4 + 0x2c);
      fVar10 = SQRT(fVar9 * fVar9 + fVar8 * fVar8 + fVar11 * fVar11);
      fVar8 = *(float *)(iVar4 + 0x30);
      fVar9 = *(float *)(iVar4 + 0x34);
      fVar11 = *(float *)(iVar4 + 0x2c);
      for (iVar5 = *(int *)(iVar4 + 0x78); iVar5 != 0; iVar5 = *(int *)(iVar5 + 0x78)) {
        pfVar1 = (float *)(iVar5 + 0x2c);
        pfVar2 = (float *)(iVar5 + 0x34);
        fVar11 = fVar11 - *pfVar1;
        pfVar3 = (float *)(iVar5 + 0x30);
        fVar9 = fVar9 - *pfVar2;
        fVar8 = fVar8 - *pfVar3;
        fVar10 = fVar10 + SQRT(fVar11 * fVar11 + fVar9 * fVar9 + fVar8 * fVar8);
        fVar8 = *pfVar3;
        fVar9 = *pfVar2;
        fVar11 = *pfVar1;
      }
      return SQRT((*(float *)(param_1 + 4) - fVar8) * (*(float *)(param_1 + 4) - fVar8) +
                  (*(float *)param_1 - fVar11) * (*(float *)param_1 - fVar11) +
                  (*(float *)(param_1 + 8) - fVar9) * (*(float *)(param_1 + 8) - fVar9)) + fVar10;
    }
  }
  return -1.0;
}

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.

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