L L4D2node

Path::ComputeAreaCrossing

0x0075f370 · 413 bytes · __thiscall

_ZNK4Path19ComputeAreaCrossingEP8INextBotPK8CNavAreaRK6VectorS4_10NavDirTypePS5_

Decompiled

undefined (7 params)

/* Path::ComputeAreaCrossing(INextBot*, CNavArea const*, Vector const&, CNavArea const*, NavDirType,
   Vector*) const */

void __thiscall
Path::ComputeAreaCrossing
          (undefined4 this,int *param_1,CNavArea *param_2,undefined4 param_3,int param_4,
          uint param_6,float *param_7)

{
  int iVar1;
  int *piVar2;
  longdouble lVar3;
  float fVar4;
  
  if (param_1 != (int *)0x0) {
    iVar1 = (**(code **)(*param_1 + 0xc4))(param_1);
    if (iVar1 != 0) {
      piVar2 = (int *)(**(code **)(*param_1 + 0xc4))(param_1);
      lVar3 = (longdouble)(**(code **)(*piVar2 + 0x118))(piVar2);
      fVar4 = (float)lVar3 * 0.5 + 5.0;
      goto LAB_0075f3d4;
    }
  }
  fVar4 = 0.0;
LAB_0075f3d4:
  CNavArea::ComputeClosestPointInPortal(param_2,param_4,param_6,param_3,param_7,fVar4);
  if ((param_6 & 0xfffffffd) == 0) {
    fVar4 = *(float *)(param_4 + 0x14) - *(float *)(param_4 + 8);
  }
  else {
    fVar4 = *(float *)(param_4 + 0x10) - *(float *)(param_4 + 4);
  }
  piVar2 = (int *)(**(code **)(*param_1 + 0xc4))(param_1);
  lVar3 = (longdouble)(**(code **)(*piVar2 + 0x118))(piVar2);
  fVar4 = fVar4 * 0.5 * 0.8;
  if ((float)lVar3 * 0.5 < fVar4) {
    piVar2 = (int *)(**(code **)(*param_1 + 0xc4))(param_1);
    lVar3 = (longdouble)(**(code **)(*piVar2 + 0x118))(piVar2);
    fVar4 = (float)lVar3 * 0.5;
  }
  if (param_6 != 1) {
    if ((int)param_6 < 2) {
      if (param_6 == 0) {
        param_7[1] = param_7[1] - fVar4;
        return;
      }
    }
    else {
      if (param_6 == 2) {
        param_7[1] = fVar4 + param_7[1];
        return;
      }
      if (param_6 == 3) {
        *param_7 = *param_7 - fVar4;
      }
    }
    return;
  }
  *param_7 = fVar4 + *param_7;
  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)