L L4D2node

Path::FindNextOccludedNode

0x00761a60 · 279 bytes · __thiscall

_ZN4Path20FindNextOccludedNodeEP8INextBoti

Decompiled

undefined (3 params)

/* Path::FindNextOccludedNode(INextBot*, int) */

int __thiscall Path::FindNextOccludedNode(Path *this,INextBot *param_1,int param_2)

{
  int iVar1;
  char cVar2;
  int *piVar3;
  Path *pPVar4;
  Path *pPVar5;
  int iVar6;
  
  piVar3 = (int *)(**(code **)(*(int *)param_1 + 0xc0))(param_1);
  if (piVar3 == (int *)0x0) {
    return *(int *)(this + 0x4404);
  }
  iVar1 = param_2 + 1;
  iVar6 = *(int *)(this + 0x4404);
  if (((iVar1 < *(int *)(this + 0x4404)) &&
      (iVar6 = iVar1, *(int *)(this + iVar1 * 0x44 + 0x1c) == 0)) &&
     ((*(byte *)(*(int *)(this + iVar1 * 0x44 + 4) + 0x54) & 4) == 0)) {
    pPVar4 = this + iVar1 * 0x44 + 4;
    pPVar5 = this + (param_2 + 2) * 0x44 + 4;
    while( true ) {
      cVar2 = (**(code **)(*piVar3 + 0x158))(piVar3,this + param_2 * 0x44 + 0xc,pPVar4 + 8,0,0);
      if ((cVar2 == '\0') ||
         (cVar2 = (**(code **)(*piVar3 + 0x15c))(piVar3,this + param_2 * 0x44 + 0xc,pPVar4 + 8,0),
         cVar2 != '\0')) break;
      iVar6 = iVar6 + 1;
      if (*(int *)(this + 0x4404) <= iVar6) {
        return *(int *)(this + 0x4404);
      }
      if (*(int *)(pPVar5 + 0x18) != 0) {
        return iVar6;
      }
      iVar1 = *(int *)pPVar5;
      pPVar4 = pPVar5;
      pPVar5 = pPVar5 + 0x44;
      if ((*(byte *)(iVar1 + 0x54) & 4) != 0) {
        return iVar6;
      }
    }
  }
  return iVar6;
}

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)