L L4D2node

CPathTrack::LookAhead

0x00771da0 · 748 bytes · __thiscall

_ZN10CPathTrack9LookAheadER6VectorfiPPS_

Decompiled

undefined (5 params)

/* CPathTrack::LookAhead(Vector&, float, int, CPathTrack**) */

CPathTrack * __thiscall
CPathTrack::LookAhead
          (CPathTrack *this,Vector *param_1,float param_2,int param_3,CPathTrack **param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  CPathTrack *pCVar7;
  int iVar8;
  CPathTrack *pCVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  bool local_55;
  float local_20;
  
  if (param_2 < 0.0) {
    local_20 = -param_2;
  }
  else {
    local_20 = param_2;
  }
  local_55 = param_2 >= 0.0;
  fVar4 = *(float *)(param_1 + 4);
  fVar5 = *(float *)param_1;
  fVar6 = *(float *)(param_1 + 8);
  pCVar9 = this;
  while( true ) {
    if (local_20 <= 0.0) {
      if (param_4 != (CPathTrack **)0x0) {
        pCVar7 = (CPathTrack *)GetNextInDir(pCVar9,local_55);
        *param_4 = pCVar7;
        return pCVar9;
      }
      return pCVar9;
    }
    pCVar7 = (CPathTrack *)GetNextInDir(pCVar9,local_55);
    if (pCVar7 == (CPathTrack *)0x0) {
      if (param_3 == 0) {
        pCVar7 = (CPathTrack *)GetNextInDir(pCVar9,!local_55);
        Project(this,pCVar7,pCVar9,param_1,local_20);
      }
      return (CPathTrack *)0x0;
    }
    if ((param_3 != 0) && (((byte)pCVar7[0x148] & 1) != 0)) {
      return (CPathTrack *)0x0;
    }
    fVar1 = *(float *)(pCVar7 + 0x39c);
    fVar2 = *(float *)(pCVar7 + 0x3a0);
    fVar3 = *(float *)(pCVar7 + 0x3a4);
    fVar13 = fVar1 - fVar5;
    fVar12 = fVar2 - fVar4;
    fVar11 = fVar3 - fVar6;
    fVar10 = SQRT(fVar12 * fVar12 + fVar13 * fVar13 + fVar11 * fVar11);
    if ((fVar10 == 0.0) &&
       ((iVar8 = GetNextInDir(pCVar7,local_55), iVar8 == 0 ||
        ((param_3 != 0 && ((*(byte *)(iVar8 + 0x148) & 1) != 0)))))) break;
    if (local_20 < fVar10) {
      local_20 = local_20 / fVar10;
      *(float *)param_1 = fVar13 * local_20 + fVar5;
      *(float *)(param_1 + 4) = fVar12 * local_20 + fVar4;
      *(float *)(param_1 + 8) = fVar11 * local_20 + fVar6;
      if (param_4 != (CPathTrack **)0x0) {
        pCVar7 = (CPathTrack *)GetNextInDir(pCVar9,local_55);
        *param_4 = pCVar7;
        return pCVar9;
      }
      return pCVar9;
    }
    *(float *)param_1 = fVar1;
    *(float *)(param_1 + 4) = fVar2;
    local_20 = local_20 - fVar10;
    *(float *)(param_1 + 8) = fVar3;
    fVar4 = fVar2;
    fVar5 = fVar1;
    fVar6 = fVar3;
    pCVar9 = pCVar7;
  }
  if (param_4 != (CPathTrack **)0x0) {
    *param_4 = (CPathTrack *)0x0;
  }
  if (local_20 == param_2) {
    return (CPathTrack *)0x0;
  }
  pCVar9 = (CPathTrack *)GetNextInDir(pCVar9,local_55);
  return pCVar9;
}

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)