L L4D2node

testStitchConnection

0x00726e00 · 1063 bytes · __regparm3

_ZL20testStitchConnectionP8CNavAreaS0_RK6VectorS3_.isra.47

Decompiled

undefined (4 params)

/* testStitchConnection(CNavArea*, CNavArea*, Vector const&, Vector const&) [clone .isra.47] */

undefined4 __regparm3
testStitchConnection(CNavArea *param_1,CNavArea *param_2,Vector *param_3,Vector *param_4)

{
  char cVar1;
  int iVar2;
  float local_170;
  float local_160;
  float local_15c;
  float local_158;
  float local_154;
  float local_150;
  float local_14c;
  float local_148;
  float local_144;
  float local_140;
  float local_13c;
  float local_138;
  float local_134;
  undefined **local_130 [4];
  undefined4 local_120;
  float local_11c;
  float local_118;
  float local_114;
  float local_10c;
  float local_108;
  float local_104;
  float local_fc;
  float local_f8;
  float local_f4;
  float local_ec;
  float local_e8;
  float local_e4;
  undefined4 local_dc;
  undefined1 local_d8;
  undefined1 local_d7;
  CGameTrace local_c4 [84];
  Vector local_70 [12];
  Vector local_64 [32];
  float local_44;
  char local_39;
  
  local_160 = *(float *)param_1;
  local_15c = *(float *)(param_1 + 4);
  local_158 = *(float *)(param_1 + 8);
  local_154 = *(float *)param_2;
  local_150 = *(float *)(param_2 + 4);
  local_14c = *(float *)(param_2 + 8);
  CTraceFilterSimple::CTraceFilterSimple
            ((CTraceFilterSimple *)local_130,(IHandleEntity *)0x0,0,
             (_func_bool_IHandleEntity_ptr_int *)0x0);
  local_130[0] = &PTR_ShouldHitEntity_00ca1b68;
  local_120 = 0xf;
  cVar1 = TraceAdjacentNode(0,(Vector *)&local_160,(Vector *)&local_154,local_c4,400.0);
  if (cVar1 != '\0') {
    return 1;
  }
  iVar2 = 0xb7;
  local_170 = 18.0;
  while( true ) {
    local_dc = 0;
    local_148 = local_160;
    local_144 = local_15c;
    local_140 = local_158 + local_170;
    local_13c = local_154;
    local_10c = local_154 - local_160;
    local_138 = local_150;
    local_108 = local_150 - local_15c;
    local_134 = local_170 + local_14c;
    local_104 = local_134 - local_140;
    local_d7 = local_108 * local_108 + local_10c * local_10c + local_104 * local_104 != 0.0;
    local_ec = (NavTraceMaxs - NavTraceMins) * 0.5;
    local_e8 = (DAT_00fe6ba4 - DAT_00fe6bb0) * 0.5;
    local_e4 = (DAT_00fe6ba8 - DAT_00fe6bb4) * 0.5;
    local_fc = (NavTraceMaxs + NavTraceMins) * 0.5;
    local_f8 = (DAT_00fe6ba4 + DAT_00fe6bb0) * 0.5;
    local_f4 = (DAT_00fe6ba8 + DAT_00fe6bb4) * 0.5;
    local_118 = local_15c + local_f8;
    local_f8 = -local_f8;
    local_114 = local_140 + local_f4;
    local_f4 = -local_f4;
    local_d8 = local_e8 * local_e8 + local_ec * local_ec + local_e4 * local_e4 < 1e-06;
    local_11c = local_160 + local_fc;
    local_fc = -local_fc;
    (**(code **)(*enginetrace + 0x14))
              (enginetrace,&local_11c,0x2420b,(CTraceFilterSimple *)local_130,local_70);
    if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
      DebugDrawLine(local_70,local_64,0xff,0xff,0,true,-1.0);
    }
    if ((local_39 == '\0') && (local_44 == 1.0)) break;
    iVar2 = iVar2 + -1;
    local_170 = local_170 + 1.0;
    if (iVar2 == 0) {
      return 0;
    }
  }
  cVar1 = StayOnFloor((CGameTrace *)local_70,400.0);
  if (cVar1 == '\0') {
    return 0;
  }
  local_140 = local_158;
  local_134 = local_158 + local_170;
  local_13c = local_160;
  local_138 = local_15c;
  local_148 = local_160;
  local_144 = local_15c;
  UTIL_TraceHull((Vector *)&local_148,(Vector *)&local_13c,(Vector *)&NavTraceMins,
                 (Vector *)&NavTraceMaxs,0x2420b,(ITraceFilter *)local_130,(CGameTrace *)local_70);
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)