L L4D2node

Path::MoveCursorToClosestPosition

0x0075ee50 · 513 bytes · __thiscall

_ZNK4Path27MoveCursorToClosestPositionERK6VectorNS_8SeekTypeEf

Decompiled

undefined (4 params)

/* Path::MoveCursorToClosestPosition(Vector const&, Path::SeekType, float) const */

void __thiscall
Path::MoveCursorToClosestPosition(Path *this,Vector *param_1,uint param_3,float param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  Path *pPVar6;
  char cVar7;
  Path *pPVar8;
  Path *pPVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float local_38;
  float local_30;
  float local_28;
  float local_24;
  float local_20;
  
  cVar7 = (**(code **)(*(int *)this + 0x44))(this);
  if ((cVar7 == '\0') || (1 < param_3)) {
    return;
  }
  if ((param_3 != 1) || (pPVar9 = *(Path **)(this + 0x4440), pPVar9 == (Path *)0x0)) {
    pPVar9 = this + 4;
  }
  fVar10 = *(float *)param_1;
  local_30 = 0.0;
  *(float *)(this + 0x4424) = fVar10;
  fVar11 = *(float *)(param_1 + 4);
  *(float *)(this + 0x4428) = fVar11;
  fVar12 = *(float *)(param_1 + 8);
  local_38 = 1e+11;
  *(float *)(this + 0x442c) = fVar12;
  *(Path **)(this + 0x4440) = pPVar9;
  if (0.0 <= param_4) {
    pPVar8 = (Path *)(**(code **)(*(int *)this + 0x58))(this,pPVar9);
    while (pPVar6 = pPVar8, pPVar6 != (Path *)0x0) {
      CalcClosestPointOnLineSegment
                (param_1,(Vector *)(pPVar9 + 8),(Vector *)(pPVar6 + 8),(Vector *)&local_28,
                 (float *)0x0);
      fVar10 = (local_28 - *(float *)param_1) * (local_28 - *(float *)param_1) +
               (local_24 - *(float *)(param_1 + 4)) * (local_24 - *(float *)(param_1 + 4)) +
               (local_20 - *(float *)(param_1 + 8)) * (local_20 - *(float *)(param_1 + 8));
      if (fVar10 < local_38) {
        *(float *)(this + 0x4424) = local_28;
        *(float *)(this + 0x4428) = local_24;
        *(float *)(this + 0x442c) = local_20;
        *(Path **)(this + 0x4440) = pPVar9;
        local_38 = fVar10;
      }
      local_30 = local_30 + *(float *)(pPVar9 + 0x28);
      if ((param_4 != 0.0) && (param_4 < local_30)) break;
      pPVar8 = (Path *)(**(code **)(*(int *)this + 0x58))(this,pPVar6);
      pPVar9 = pPVar6;
    }
    pPVar9 = *(Path **)(this + 0x4440);
    fVar10 = *(float *)(this + 0x4424);
    fVar11 = *(float *)(this + 0x4428);
    fVar12 = *(float *)(this + 0x442c);
  }
  fVar1 = *(float *)(pPVar9 + 0xc);
  fVar2 = *(float *)(pPVar9 + 0x10);
  fVar3 = *(float *)(pPVar9 + 8);
  fVar4 = *(float *)(pPVar9 + 0x28);
  fVar5 = *(float *)(pPVar9 + 0x2c);
  this[0x4444] = (Path)0x1;
  *(float *)(this + 0x4420) =
       (SQRT((fVar11 - fVar1) * (fVar11 - fVar1) + (fVar12 - fVar2) * (fVar12 - fVar2) +
             (fVar10 - fVar3) * (fVar10 - fVar3)) / fVar4) * fVar4 + fVar5;
  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)