L L4D2node

CNavMesh::FindGroundForNode

0x00726480 · 656 bytes · __thiscall

_ZN8CNavMesh17FindGroundForNodeEP6VectorS1_

Decompiled

undefined (3 params)

/* CNavMesh::FindGroundForNode(Vector*, Vector*) */

byte __thiscall CNavMesh::FindGroundForNode(CNavMesh *this,Vector *param_1,Vector *param_2)

{
  float fVar1;
  int iVar2;
  undefined **local_e0 [4];
  undefined4 local_d0;
  float local_cc;
  float local_c8;
  float local_c4;
  undefined4 local_bc;
  undefined4 local_b8;
  float local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  float local_9c;
  float local_98;
  float local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  byte local_3a;
  
  CTraceFilterSimple::CTraceFilterSimple
            ((CTraceFilterSimple *)local_e0,(IHandleEntity *)0x0,8,
             (_func_bool_IHandleEntity_ptr_int *)0x0);
  local_e0[0] = &PTR_ShouldHitEntity_00ca1b68;
  local_d0 = 0xf;
  fVar1 = *(float *)(param_1 + 8);
  iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  local_bc = 0;
  local_b8 = 0;
  local_8c = 0;
  local_c4 = fVar1 + *(float *)(iVar2 + 0x38) + -0.1;
  local_b4 = (*(float *)(param_1 + 8) - 400.0) - local_c4;
  local_87 = local_b4 * local_b4 != 0.0;
  local_9c = (NavTraceMaxs - NavTraceMins) * 0.5;
  local_94 = (DAT_00fe6ba8 - DAT_00fe6bb4) * 0.5;
  local_98 = (DAT_00fe6ba4 - DAT_00fe6bb0) * 0.5;
  local_a4 = (DAT_00fe6ba8 + DAT_00fe6bb4) * 0.5;
  local_ac = (NavTraceMaxs + NavTraceMins) * 0.5;
  local_c4 = local_c4 + local_a4;
  local_a8 = (DAT_00fe6ba4 + DAT_00fe6bb0) * 0.5;
  local_c8 = *(float *)(param_1 + 4) + local_a8;
  local_a8 = -local_a8;
  local_cc = *(float *)param_1 + local_ac;
  local_ac = -local_ac;
  local_a4 = -local_a4;
  local_88 = local_98 * local_98 + local_9c * local_9c + local_94 * local_94 < 1e-06;
  (**(code **)(*enginetrace + 0x14))
            (enginetrace,&local_cc,0x2420b,(CTraceFilterSimple *)local_e0,local_70);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_70,(Vector *)&local_64,0xff,0xff,0,true,-1.0);
  }
  *(undefined4 *)param_1 = local_64;
  *(undefined4 *)(param_1 + 4) = local_60;
  *(undefined4 *)(param_1 + 8) = local_5c;
  *(undefined4 *)param_2 = local_58;
  *(undefined4 *)(param_2 + 4) = local_54;
  *(undefined4 *)(param_2 + 8) = local_50;
  return local_3a ^ 1;
}

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)