L L4D2node

PathFindDirection

0x00836960 · 508 bytes · __cdecl

_Z17PathFindDirectionP10CPathTrackRK6VectorS3_

Decompiled

undefined (3 params)

/* PathFindDirection(CPathTrack*, Vector const&, Vector const&) */

uint PathFindDirection(CPathTrack *param_1,Vector *param_2,Vector *param_3)

{
  CPathTrack *pCVar1;
  CPathTrack *pCVar2;
  CPathTrack *pCVar3;
  int iVar4;
  CPathTrack *pCVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float local_24;
  float local_14;
  
  if (param_1 != (CPathTrack *)0x0) {
    fVar6 = *(float *)(param_1 + 0x39c) - *(float *)param_3;
    fVar9 = *(float *)(param_1 + 0x3a0) - *(float *)(param_3 + 4);
    fVar7 = *(float *)(param_1 + 0x3a4) - *(float *)(param_3 + 8);
    fVar8 = 0.0;
    local_24 = 0.0;
    fVar10 = 0.0;
    local_14 = fVar6 * fVar6 + fVar7 * fVar7 + fVar9 * fVar9;
    pCVar2 = *(CPathTrack **)(param_1 + 0x440);
    pCVar5 = param_1;
    do {
      while( true ) {
        fVar9 = *(float *)(pCVar2 + 0x39c) - *(float *)param_3;
        fVar6 = *(float *)(pCVar2 + 0x3a0) - *(float *)(param_3 + 4);
        fVar7 = *(float *)(pCVar2 + 0x3a4) - *(float *)(param_3 + 8);
        fVar6 = fVar6 * fVar6 + fVar9 * fVar9 + fVar7 * fVar7;
        if (fVar6 < local_14) {
          fVar8 = 0.0;
          pCVar5 = pCVar2;
          local_24 = fVar10;
          local_14 = fVar6;
        }
        pCVar3 = *(CPathTrack **)(pCVar2 + 0x440);
        iVar4 = 0x101;
        if (pCVar3 != (CPathTrack *)0x0) break;
        pCVar1 = *(CPathTrack **)(pCVar2 + 0x444);
        pCVar3 = pCVar2;
        while ((pCVar2 = pCVar1, pCVar2 != (CPathTrack *)0x0 && (iVar4 = iVar4 + -1, iVar4 != 0))) {
          pCVar1 = *(CPathTrack **)(pCVar2 + 0x444);
          pCVar3 = pCVar2;
        }
        fVar10 = 1.0737418e+09;
        fVar8 = local_24 + 1.0;
        pCVar2 = pCVar3;
        if (pCVar3 == param_1) goto LAB_00836af0;
      }
      fVar6 = *(float *)(pCVar3 + 0x39c) - *(float *)(pCVar2 + 0x39c);
      fVar7 = *(float *)(pCVar3 + 0x3a0) - *(float *)(pCVar2 + 0x3a0);
      fVar9 = *(float *)(pCVar3 + 0x3a4) - *(float *)(pCVar2 + 0x3a4);
      fVar6 = fVar7 * fVar7 + fVar6 * fVar6 + fVar9 * fVar9;
      fVar10 = fVar10 + fVar6;
      fVar8 = fVar8 + fVar6;
      pCVar2 = pCVar3;
    } while (pCVar3 != param_1);
LAB_00836af0:
    if (pCVar5 != pCVar3) {
      if ((*(float *)(pCVar5 + 0x3a4) - *(float *)(param_2 + 8)) *
          (*(float *)(pCVar5 + 0x3a4) - *(float *)(param_2 + 8)) +
          (*(float *)(pCVar5 + 0x3a0) - *(float *)(param_2 + 4)) *
          (*(float *)(pCVar5 + 0x3a0) - *(float *)(param_2 + 4)) +
          (*(float *)(pCVar5 + 0x39c) - *(float *)param_2) *
          (*(float *)(pCVar5 + 0x39c) - *(float *)param_2) < 100.0) {
        return 0;
      }
      return -(uint)(fVar8 < local_24) | 1;
    }
  }
  return 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)