L L4D2node

CPhysicsNPCSolver::IsContactOnNPCHead

0x00794460 · 220 bytes · __thiscall

_ZN17CPhysicsNPCSolver18IsContactOnNPCHeadEP24IPhysicsFrictionSnapshotP14IPhysicsObjectP11CAI_BaseNPC

Decompiled

undefined (4 params)

/* CPhysicsNPCSolver::IsContactOnNPCHead(IPhysicsFrictionSnapshot*, IPhysicsObject*, CAI_BaseNPC*)
    */

bool __thiscall
CPhysicsNPCSolver::IsContactOnNPCHead
          (CPhysicsNPCSolver *this,IPhysicsFrictionSnapshot *param_1,IPhysicsObject *param_2,
          CAI_BaseNPC *param_3)

{
  float fVar1;
  float fVar2;
  int iVar3;
  float local_34;
  float local_30;
  float local_2c;
  undefined1 local_28 [8];
  float local_20;
  
  if (((byte)param_3[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_3);
  }
  fVar1 = *(float *)(param_3 + 0x2e8);
  iVar3 = NAI_Hull::Maxs(*(int *)(param_3 + 0x17e0));
  fVar2 = *(float *)(iVar3 + 8);
  (**(code **)(*(int *)param_2 + 0xd4))(param_2,&local_34,0);
  (**(code **)(*(int *)param_1 + 0x14))(param_1,local_28);
  return local_2c * local_2c + local_30 * local_30 + local_34 * local_34 < 100.0 &&
         ABS(local_20 - (fVar2 + fVar1)) < 2.0;
}

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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)