L L4D2node

TestOverlapping::OverlapsExistingArea

0x00730a00 · 490 bytes · __thiscall

_ZN15TestOverlapping20OverlapsExistingAreaEv

Decompiled

undefined (1 param)

/* TestOverlapping::OverlapsExistingArea() */

undefined4 __thiscall TestOverlapping::OverlapsExistingArea(TestOverlapping *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  undefined4 uVar4;
  float fVar5;
  float fVar6;
  CNavArea *local_3c;
  CNavLadder *local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  local_3c = (CNavArea *)0x0;
  local_38 = (CNavLadder *)0x0;
  fVar1 = *(float *)(this + 4);
  local_34 = *(float *)this + 12.5;
  fVar2 = *(float *)(this + 0x28);
  fVar3 = *(float *)(this + 0x24);
  do {
    if (fVar3 <= local_34) {
      return 0;
    }
    if (fVar1 + 12.5 < fVar2) {
      local_30 = fVar1 + 12.5;
      do {
        fVar5 = *(float *)(this + 0x28) - *(float *)(this + 4);
        fVar6 = *(float *)(this + 0x24) - *(float *)this;
        if ((fVar5 == 0.0) || (fVar6 == 0.0)) {
          local_20 = *(float *)(this + 0x14);
        }
        else {
          fVar5 = (local_30 - *(float *)(this + 4)) / fVar5;
          fVar6 = (local_34 - *(float *)this) / fVar6;
          if (1.0 <= fVar5) {
            fVar5 = 1.0;
          }
          if (fVar5 <= 0.0) {
            fVar5 = 0.0;
          }
          if (1.0 <= fVar6) {
            fVar6 = 1.0;
          }
          if (fVar6 <= 0.0) {
            fVar6 = 0.0;
          }
          local_20 = (*(float *)(this + 0x14) - *(float *)(this + 8)) * fVar6 + *(float *)(this + 8)
          ;
          local_20 = (((*(float *)(this + 0x2c) - *(float *)(this + 0x20)) * fVar6 +
                      *(float *)(this + 0x20)) - local_20) * fVar5 + local_20;
        }
        local_2c = local_20 - 18.0;
        local_20 = local_20 + 35.5;
        local_28 = local_34;
        local_24 = local_30;
        uVar4 = CNavMesh::FindNavAreaOrLadderAlongRay
                          (TheNavMesh,(Vector *)&local_34,(Vector *)&local_28,&local_3c,&local_38,
                           (CNavArea *)0x0);
        if (((char)uVar4 != '\0') && (local_3c != (CNavArea *)0x0)) {
          return uVar4;
        }
        local_30 = local_30 + 25.0;
      } while (local_30 < fVar2);
    }
    local_34 = local_34 + 25.0;
  } while( true );
}

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)