L L4D2node

Path::GetPosition

0x0075f070 · 380 bytes · __thiscall

_ZNK4Path11GetPositionEfPKNS_7SegmentE

Decompiled

undefined (3 params)

/* Path::GetPosition(float, Path::Segment const*) const */

Path * __thiscall Path::GetPosition(Path *this,float param_1,Segment *param_2)

{
  char cVar1;
  Path *pPVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float local_20;
  
  pPVar2 = (Path *)&vec3_origin;
  cVar1 = (**(code **)(*(int *)this + 0x44))(this);
  if (cVar1 != '\0') {
    if (param_2 == (Segment *)0x0) {
      param_2 = (Segment *)(this + 4);
      fVar3 = *(float *)(this + 0x30);
      local_20 = 0.0;
    }
    else {
      local_20 = *(float *)(param_2 + 0x2c);
      fVar3 = local_20;
    }
    pPVar2 = (Path *)(param_2 + 8);
    if (fVar3 <= param_1) {
      pPVar2 = (Path *)(**(code **)(*(int *)this + 0x58))(this,param_2);
      if (pPVar2 != (Path *)0x0) {
        fVar3 = *(float *)(param_2 + 0x28);
        fVar6 = *(float *)(param_2 + 8);
        fVar5 = *(float *)(param_2 + 0xc);
        fVar4 = *(float *)(param_2 + 0x10);
        param_2 = (Segment *)pPVar2;
        fVar7 = local_20 + fVar3;
        if (param_1 <= local_20 + fVar3) {
          fVar9 = *(float *)(pPVar2 + 8) - fVar6;
          fVar8 = *(float *)(pPVar2 + 0xc) - fVar5;
          fVar7 = *(float *)(pPVar2 + 0x10) - fVar4;
        }
        else {
          do {
            local_20 = fVar7;
            pPVar2 = (Path *)(**(code **)(*(int *)this + 0x58))(this,param_2);
            if (pPVar2 == (Path *)0x0) goto LAB_0075f159;
            fVar3 = *(float *)(param_2 + 0x28);
            fVar6 = *(float *)(param_2 + 8);
            fVar5 = *(float *)(param_2 + 0xc);
            fVar4 = *(float *)(param_2 + 0x10);
            param_2 = (Segment *)pPVar2;
            fVar7 = local_20 + fVar3;
          } while (local_20 + fVar3 < param_1);
          fVar9 = *(float *)(pPVar2 + 8) - fVar6;
          fVar8 = *(float *)(pPVar2 + 0xc) - fVar5;
          fVar7 = *(float *)(pPVar2 + 0x10) - fVar4;
        }
        fVar3 = (param_1 - local_20) / fVar3;
        *(float *)(this + 0x4408) = fVar9 * fVar3 + fVar6;
        *(float *)(this + 0x440c) = fVar8 * fVar3 + fVar5;
        *(float *)(this + 0x4410) = fVar3 * fVar7 + fVar4;
        return this + 0x4408;
      }
LAB_0075f159:
      return (Path *)(param_2 + 8);
    }
  }
  return pPVar2;
}

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)