L L4D2node

CPathTrack::Nearest

0x007720a0 · 290 bytes · __thiscall

_ZN10CPathTrack7NearestERK6Vector

Decompiled

undefined (2 params)

/* CPathTrack::Nearest(Vector const&) */

CPathTrack * __thiscall CPathTrack::Nearest(CPathTrack *this,Vector *param_1)

{
  CPathTrack *pCVar1;
  CPathTrack *pCVar2;
  undefined4 uVar3;
  int iVar4;
  CPathTrack *pCVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  
  pCVar5 = *(CPathTrack **)(this + 0x448);
  fVar6 = *(float *)param_1 - *(float *)(this + 0x39c);
  fVar8 = *(float *)(param_1 + 4) - *(float *)(this + 0x3a0);
  fVar6 = SQRT(fVar8 * fVar8 + fVar6 * fVar6);
  if (((pCVar5 == (CPathTrack *)0x0) || ((*(uint *)(this + 0x148) & 0x8000) == 0)) ||
     ((*(uint *)(this + 0x148) & 4) != 0)) {
    pCVar5 = *(CPathTrack **)(this + 0x440);
  }
  iVar4 = 10000;
  pCVar2 = this;
  do {
    if (pCVar5 == this) {
      return pCVar2;
    }
    while( true ) {
      if (pCVar5 == (CPathTrack *)0x0) {
        return pCVar2;
      }
      iVar4 = iVar4 + -1;
      if (iVar4 == 0) {
        uVar3 = CBaseEntity::GetDebugName((CBaseEntity *)this);
        Warning("Bad sequence of path_tracks from %s\n",uVar3);
        return (CPathTrack *)0x0;
      }
      fVar8 = *(float *)param_1 - *(float *)(pCVar5 + 0x39c);
      fVar7 = *(float *)(param_1 + 4) - *(float *)(pCVar5 + 0x3a0);
      fVar8 = SQRT(fVar8 * fVar8 + fVar7 * fVar7);
      if (fVar8 < fVar6) {
        pCVar2 = pCVar5;
        fVar6 = fVar8;
      }
      pCVar1 = *(CPathTrack **)(pCVar5 + 0x448);
      if (((pCVar1 == (CPathTrack *)0x0) || ((*(uint *)(pCVar5 + 0x148) & 0x8000) == 0)) ||
         ((*(uint *)(pCVar5 + 0x148) & 4) != 0)) break;
      pCVar5 = pCVar1;
      if (pCVar1 == this) {
        return pCVar2;
      }
    }
    pCVar5 = *(CPathTrack **)(pCVar5 + 0x440);
  } while( true );
}

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)