L L4D2node

INextBot::GetRangeTo

0x00753cd0 · 100 bytes · __thiscall

_ZNK8INextBot10GetRangeToERK6Vector

Decompiled

undefined (2 params)

/* INextBot::GetRangeTo(Vector const&) const */

longdouble __thiscall INextBot::GetRangeTo(INextBot *this,Vector *param_1)

{
  float *pfVar1;
  
  pfVar1 = (float *)(**(code **)(*(int *)this + 0xd4))(this);
  return (longdouble)
         SQRT((*(float *)(param_1 + 4) - pfVar1[1]) * (*(float *)(param_1 + 4) - pfVar1[1]) +
              (*(float *)param_1 - *pfVar1) * (*(float *)param_1 - *pfVar1) +
              (*(float *)(param_1 + 8) - pfVar1[2]) * (*(float *)(param_1 + 8) - pfVar1[2]));
}

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)