L L4D2node

CheckCliff

0x00731270 · 312 bytes · __cdecl

_Z10CheckCliffPK6Vector10NavDirTypeb

Decompiled

undefined (3 params)

/* CheckCliff(Vector const*, NavDirType, bool) */

undefined4 CheckCliff(Vector *param_1,int param_2,char param_3)

{
  undefined4 uVar1;
  float local_7c;
  float local_78;
  undefined4 local_74;
  CGameTrace local_70 [12];
  undefined1 local_64 [8];
  float local_5c;
  char local_3a;
  char local_39;
  
  local_74 = *(undefined4 *)(param_1 + 8);
  local_78 = *(float *)(param_1 + 4);
  local_7c = *(float *)param_1;
  if (param_2 == 1) {
    local_7c = local_7c + 25.0;
  }
  else if (param_2 < 2) {
    if (param_2 == 0) {
      local_78 = local_78 - 25.0;
    }
  }
  else if (param_2 == 2) {
    local_78 = local_78 + 25.0;
  }
  else if (param_2 == 3) {
    local_7c = local_7c - 25.0;
  }
  uVar1 = TraceAdjacentNode(0,param_1,(Vector *)&local_7c,local_70,4000.0);
  if ((char)uVar1 != '\0') {
    if ((local_3a == '\0') && (local_39 == '\0')) {
      if ((((*(float *)(param_1 + 8) - local_5c <= 300.0) && (uVar1 = 0, param_2 - 1U < 2)) &&
          (ABS(*(float *)(param_1 + 8) - local_5c) < 18.0)) && (param_3 != '\0')) {
        uVar1 = CheckCliff(local_64,param_2,0);
      }
    }
    else {
      uVar1 = 0;
    }
  }
  return uVar1;
}

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)