L L4D2node

CNavArea::TestStairs

0x00722a10 · 911 bytes · __thiscall

_ZN8CNavArea10TestStairsEv.part.54

Decompiled

undefined (1 param)

/* CNavArea::TestStairs() [clone .part.54] */

undefined4 __thiscall CNavArea::TestStairs(CNavArea *this)

{
  CNavArea *in_EAX;
  int iVar1;
  int iVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  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;
  
  ComputeNormal(in_EAX,(Vector *)&local_3c,false);
  ComputeNormal(in_EAX,(Vector *)&local_30,true);
  if (0.95 <= local_2c * local_38 + local_30 * local_3c + local_28 * local_34) {
    local_1c = *(float *)(in_EAX + 0xc);
    local_24 = *(float *)(in_EAX + 4) + 5.0;
    local_20 = *(float *)(in_EAX + 8) + 5.0;
    local_18 = *(float *)(in_EAX + 0x10) - 5.0;
    local_10 = *(float *)(in_EAX + 0x24);
    local_14 = local_20;
    iVar1 = IsStairs(&local_24,&local_18,2);
    local_48 = *(float *)(in_EAX + 0x14);
    local_20 = local_48 - 5.0;
    local_24 = *(float *)(in_EAX + 4) + 5.0;
    local_1c = *(float *)(in_EAX + 0x28);
    local_18 = *(float *)(in_EAX + 0x10) - 5.0;
    local_10 = *(float *)(in_EAX + 0x18);
    iVar2 = 0;
    if (iVar1 != 0) {
      local_14 = local_20;
      iVar2 = IsStairs(&local_24,&local_18);
      local_48 = *(float *)(in_EAX + 0x14);
      local_20 = local_48 - 5.0;
      local_1c = *(float *)(in_EAX + 0x28);
      local_24 = *(float *)(in_EAX + 4) + 5.0;
    }
    fVar3 = *(float *)(in_EAX + 8);
    fVar5 = fVar3 + 5.0;
    iVar1 = 0;
    if (iVar2 != 0) {
      local_14 = local_20;
      local_20 = fVar5;
      local_10 = local_1c;
      local_1c = (float)*(undefined4 *)(in_EAX + 0xc);
      local_18 = local_24;
      iVar1 = IsStairs(&local_24,&local_18);
      fVar3 = *(float *)(in_EAX + 8);
      local_48 = *(float *)(in_EAX + 0x14);
      fVar5 = fVar3 + 5.0;
      local_20 = local_48 - 5.0;
    }
    fVar4 = *(float *)(in_EAX + 0x10);
    local_44 = *(float *)(in_EAX + 0x24);
    local_40 = *(float *)(in_EAX + 0x18);
    local_24 = fVar4 - 5.0;
    if (iVar1 == 0) {
      iVar2 = 0;
    }
    else {
      local_14 = local_20;
      local_20 = fVar5;
      local_1c = local_44;
      local_18 = local_24;
      local_10 = local_40;
      iVar2 = IsStairs(&local_24,&local_18);
      local_44 = *(float *)(in_EAX + 0x24);
      fVar3 = *(float *)(in_EAX + 8);
      local_40 = *(float *)(in_EAX + 0x18);
      local_48 = *(float *)(in_EAX + 0x14);
      fVar5 = fVar3 + 5.0;
      fVar4 = *(float *)(in_EAX + 0x10);
      local_20 = local_48 - 5.0;
    }
    local_18 = *(float *)(in_EAX + 4);
    fVar7 = *(float *)(in_EAX + 0xc);
    local_24 = (local_18 + fVar4) * 0.5;
    local_1c = (local_44 + fVar7) * 0.5;
    fVar6 = *(float *)(in_EAX + 0x28);
    local_10 = (local_40 + fVar6) * 0.5;
    iVar1 = 0;
    if (iVar2 != 0) {
      local_14 = local_20;
      local_20 = fVar5;
      local_18 = local_24;
      iVar1 = IsStairs(&local_24,&local_18);
      local_44 = *(float *)(in_EAX + 0x24);
      local_48 = *(float *)(in_EAX + 0x14);
      local_40 = *(float *)(in_EAX + 0x18);
      fVar4 = *(float *)(in_EAX + 0x10);
      fVar3 = *(float *)(in_EAX + 8);
      local_18 = *(float *)(in_EAX + 4);
      fVar6 = *(float *)(in_EAX + 0x28);
      fVar7 = *(float *)(in_EAX + 0xc);
    }
    local_24 = fVar4 - 5.0;
    local_18 = local_18 + 5.0;
    local_20 = (fVar3 + local_48) * 0.5;
    local_10 = (fVar7 + fVar6) * 0.5;
    local_1c = (local_44 + local_40) * 0.5;
    if (iVar1 != 0) {
      local_14 = local_20;
      iVar2 = IsStairs(&local_24,&local_18);
      if (iVar2 == 1) {
        *(undefined4 *)(in_EAX + 0x54) = 0x1000;
        return 1;
      }
    }
  }
  return 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.



        

        

          

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