L L4D2node

Path::BuildTrivialPath

0x00761830 · 542 bytes · __thiscall

_ZN4Path16BuildTrivialPathEP8INextBotRK6Vector

Decompiled

undefined (3 params)

/* Path::BuildTrivialPath(INextBot*, Vector const&) */

undefined4 __thiscall Path::BuildTrivialPath(Path *this,INextBot *param_1,Vector *param_2)

{
  Vector *pVVar1;
  CNavArea *this_00;
  CNavArea *this_01;
  longdouble lVar2;
  
  pVVar1 = (Vector *)(**(code **)(*(int *)param_1 + 0xd4))(param_1);
  *(undefined4 *)(this + 0x4404) = 0;
  this_00 = (CNavArea *)
            CNavMesh::GetNearestNavArea(TheNavMesh,pVVar1,false,10000.0,false,true,false);
  if (this_00 != (CNavArea *)0x0) {
    this_01 = (CNavArea *)
              CNavMesh::GetNearestNavArea(TheNavMesh,param_2,false,10000.0,false,true,false);
    if (this_01 != (CNavArea *)0x0) {
      *(undefined4 *)(this + 0x4404) = 2;
      *(CNavArea **)(this + 4) = this_00;
      *(undefined4 *)(this + 0xc) = *(undefined4 *)pVVar1;
      *(undefined4 *)(this + 0x10) = *(undefined4 *)(pVVar1 + 4);
      lVar2 = (longdouble)CNavArea::GetZ(this_00,*(float *)pVVar1,*(float *)(pVVar1 + 4));
      *(undefined4 *)(this + 0x18) = 0;
      *(undefined4 *)(this + 8) = 9;
      *(undefined4 *)(this + 0x1c) = 0;
      *(CNavArea **)(this + 0x48) = this_01;
      *(float *)(this + 0x14) = (float)lVar2;
      *(undefined4 *)(this + 0x50) = *(undefined4 *)param_2;
      *(undefined4 *)(this + 0x54) = *(undefined4 *)(param_2 + 4);
      lVar2 = (longdouble)CNavArea::GetZ(this_01,*(float *)param_2,*(float *)(param_2 + 4));
      *(undefined4 *)(this + 0x5c) = 0;
      *(undefined4 *)(this + 0x4c) = 9;
      *(float *)(this + 0x58) = (float)lVar2;
      *(undefined4 *)(this + 0x60) = 0;
      *(float *)(this + 0x24) = *(float *)(this + 0x54) - *(float *)(this + 0x10);
      *(float *)(this + 0x28) = (float)lVar2 - *(float *)(this + 0x14);
      *(float *)(this + 0x20) = *(float *)(this + 0x50) - *(float *)(this + 0xc);
      lVar2 = (longdouble)VectorNormalize((Vector *)(this + 0x20));
      *(undefined4 *)(this + 0x30) = 0;
      *(undefined4 *)(this + 0x34) = 0;
      *(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x20);
      *(undefined4 *)(this + 0x70) = 0;
      *(undefined4 *)(this + 0x68) = *(undefined4 *)(this + 0x24);
      *(float *)(this + 0x2c) = (float)lVar2;
      *(undefined4 *)(this + 0x6c) = *(undefined4 *)(this + 0x28);
      *(float *)(this + 0x74) = (float)lVar2;
      *(undefined4 *)(this + 0x78) = 0;
      (**(code **)(*(int *)this + 100))(this,param_1,0);
      return 1;
    }
  }
  return 0;
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)