L L4D2node

CPhysicsProp::CanObstructNavAreas

0x007e6110 · 223 bytes · __thiscall

_ZNK12CPhysicsProp19CanObstructNavAreasEv

Decompiled

undefined (1 param)

/* CPhysicsProp::CanObstructNavAreas() const */

bool __thiscall CPhysicsProp::CanObstructNavAreas(CPhysicsProp *this)

{
  int *piVar1;
  longdouble lVar2;
  Vector local_24 [8];
  float local_1c;
  Vector local_18 [8];
  float local_10;
  
  if ((((this[0x167c] != (CPhysicsProp)0x0) || (*(int *)(this + 0x1658) != 0)) ||
      (piVar1 = *(int **)(this + 0x238), piVar1 == (int *)0x0)) ||
     (((lVar2 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1), (float)lVar2 <= 100.0 ||
       (this[0x1b6] == (CPhysicsProp)0x0)) || ((*(ushort *)(this + 0x1b4) & 4) != 0)))) {
    return false;
  }
  CCollisionProperty::CollisionAABBToWorldAABB
            ((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
             local_24,local_18);
  if (local_10 - local_1c < 18.0) {
    return false;
  }
  if (299 < *(int *)(this + 0x100)) {
    return true;
  }
  return this[0x105] != (CPhysicsProp)0x2;
}

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)