L L4D2node

INextBot::Get2DRangeTo

0x00753d40 · 110 bytes · __thiscall

_ZNK8INextBot12Get2DRangeToERK6Vector

Decompiled

undefined (2 params)

/* INextBot::Get2DRangeTo(Vector const&) const */

longdouble __thiscall INextBot::Get2DRangeTo(INextBot *this,Vector *param_1)

{
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)(**(code **)(*(int *)this + 0xb4))(this);
  if (((byte)this_00[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this_00);
  }
  return (longdouble)
         SQRT((*(float *)(this_00 + 0x2e0) - *(float *)param_1) *
              (*(float *)(this_00 + 0x2e0) - *(float *)param_1) +
              (*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 4)) *
              (*(float *)(this_00 + 0x2e4) - *(float *)(param_1 + 4)));
}

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)