L L4D2node

CNavMesh::DrawDanger

0x0073e300 · 400 bytes · __cdecl

_ZNK8CNavMesh10DrawDangerEv

Decompiled

undefined (0 params)

/* CNavMesh::DrawDanger() const */

void CNavMesh::DrawDanger(void)

{
  CNavArea *this;
  int iVar1;
  longdouble lVar2;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  iVar1 = 0;
  if (0 < DAT_00fe6000) {
    do {
      while( true ) {
        this = *(CNavArea **)(TheNavAreas + iVar1 * 4);
        local_34 = *(float *)(this + 0x2c);
        local_30 = *(float *)(this + 0x30);
        local_2c = *(float *)(this + 0x34);
        lVar2 = (longdouble)CNavArea::GetZ(this,local_34,local_30);
        local_2c = (float)lVar2;
        lVar2 = (longdouble)CNavArea::GetDanger(this,0);
        if (0.1 < (float)lVar2) {
          local_28 = local_34;
          local_20 = (float)lVar2 * 10.0 + local_2c;
          local_24 = local_30;
          NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,0xff,0,0,true,0.1);
        }
        lVar2 = (longdouble)CNavArea::GetDanger(this,1);
        if (0.1 < (float)lVar2) break;
        iVar1 = iVar1 + 1;
        if (DAT_00fe6000 <= iVar1) {
          return;
        }
      }
      iVar1 = iVar1 + 1;
      local_28 = local_34;
      local_20 = (float)lVar2 * 10.0 + local_2c;
      local_24 = local_30;
      NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,0,0,0xff,true,0.1);
    } while (iVar1 < DAT_00fe6000);
  }
  return;
}

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)