PathFollower::IsDiscontinuityAhead
0x00762850 · 223 bytes · __thiscall
_ZNK12PathFollower20IsDiscontinuityAheadEP8INextBotN4Path11SegmentTypeEf
Decompiled
undefined (4 params)
/* PathFollower::IsDiscontinuityAhead(INextBot*, Path::SegmentType, float) const */
undefined4 __thiscall
PathFollower::IsDiscontinuityAhead(PathFollower *this,int *param_1,int param_3,float param_4)
{
int iVar1;
int *piVar2;
float *pfVar3;
float fVar4;
float fVar5;
float fVar6;
if (*(int *)(this + 0x4758) != 0) {
iVar1 = (**(code **)(*(int *)this + 0x5c))(this,*(int *)(this + 0x4758));
if ((iVar1 != 0) && (*(int *)(iVar1 + 0x18) == param_3)) {
return 1;
}
piVar2 = (int *)(**(code **)(*param_1 + 0xc0))(param_1);
pfVar3 = (float *)(**(code **)(*piVar2 + 300))(piVar2);
iVar1 = *(int *)(this + 0x4758);
fVar6 = *(float *)(iVar1 + 8) - *pfVar3;
fVar4 = *(float *)(iVar1 + 0xc) - pfVar3[1];
fVar5 = *(float *)(iVar1 + 0x10) - pfVar3[2];
fVar4 = SQRT(fVar4 * fVar4 + fVar6 * fVar6 + fVar5 * fVar5);
do {
if (param_4 <= fVar4) {
return 0;
}
if (param_3 == *(int *)(iVar1 + 0x18)) {
return 1;
}
fVar4 = fVar4 + *(float *)(iVar1 + 0x28);
iVar1 = (**(code **)(*(int *)this + 0x58))(this,iVar1);
} while (iVar1 != 0);
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.