L L4D2node

CNavMesh::GetSimpleGroundHeight

0x0073e170 · 393 bytes · __thiscall

_ZNK8CNavMesh21GetSimpleGroundHeightERK6VectorPfPS0_

Decompiled

undefined (4 params)

/* CNavMesh::GetSimpleGroundHeight(Vector const&, float*, Vector*) const */

undefined4 __thiscall
CNavMesh::GetSimpleGroundHeight(CNavMesh *this,Vector *param_1,float *param_2,Vector *param_3)

{
  undefined4 uVar1;
  CTraceFilterSimple local_dc [16];
  undefined4 local_cc;
  undefined4 local_c8;
  undefined4 local_c4;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  Vector local_64 [8];
  float local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  char local_39;
  
  local_87 = 1;
  local_bc = 0;
  local_b8 = 0;
  local_b4 = 0xc61c3f9a;
  local_94 = 0;
  local_cc = *(undefined4 *)param_1;
  local_88 = 1;
  local_98 = 0;
  local_c8 = *(undefined4 *)(param_1 + 4);
  local_c4 = *(undefined4 *)(param_1 + 8);
  local_9c = 0;
  local_8c = 0;
  local_a4 = 0;
  local_a8 = 0;
  local_ac = 0;
  CTraceFilterSimple::CTraceFilterSimple
            (local_dc,(IHandleEntity *)0x0,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x2420b,local_dc,local_70);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
  }
  uVar1 = 0;
  if (local_39 == '\0') {
    *param_2 = local_5c;
    if (param_3 == (Vector *)0x0) {
      uVar1 = 1;
    }
    else {
      uVar1 = 1;
      *(undefined4 *)param_3 = local_58;
      *(undefined4 *)(param_3 + 4) = local_54;
      *(undefined4 *)(param_3 + 8) = local_50;
    }
  }
  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)