L L4D2node

CNavMesh::CheckObstacles

0x00725cb0 · 130 bytes · __thiscall

_ZN8CNavMesh14CheckObstaclesEP8CNavNodeiiii

Decompiled

undefined (6 params)

/* CNavMesh::CheckObstacles(CNavNode*, int, int, int, int) */

bool __thiscall
CNavMesh::CheckObstacles
          (CNavMesh *this,CNavNode *param_1,int param_2,int param_3,int param_4,int param_5)

{
  bool bVar1;
  
  bVar1 = 1 < param_3 || 1 < param_2;
  if (1 >= param_3 && 1 >= param_2) {
    return true;
  }
  if ((((param_4 < 1) || (*(float *)(param_1 + 0x34) <= 18.0)) &&
      ((param_5 < 1 || (*(float *)(param_1 + 0x28) <= 18.0)))) &&
     ((param_2 + -1 <= param_4 || (*(float *)(param_1 + 0x2c) <= 18.0)))) {
    if (param_5 < param_3 + -1) {
      bVar1 = *(float *)(param_1 + 0x30) <= 18.0;
    }
    return bVar1;
  }
  return false;
}

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)