L L4D2node

Checkpoint::GetLargestArea

0x0086ace0 · 82 bytes · __thiscall

_ZNK10Checkpoint14GetLargestAreaEv

Decompiled

undefined (1 param)

/* Checkpoint::GetLargestArea() const */

int __thiscall Checkpoint::GetLargestArea(Checkpoint *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int *piVar4;
  float fVar5;
  float fVar6;
  
  if (*(int *)(this + 0x3c) < 1) {
    iVar3 = 0;
  }
  else {
    piVar4 = *(int **)(this + 0x30);
    fVar6 = 0.0;
    piVar1 = piVar4 + *(int *)(this + 0x3c);
    iVar3 = 0;
    do {
      iVar2 = *piVar4;
      fVar5 = (*(float *)(iVar2 + 0x14) - *(float *)(iVar2 + 8)) *
              (*(float *)(iVar2 + 0x10) - *(float *)(iVar2 + 4));
      if (fVar6 < fVar5) {
        iVar3 = iVar2;
        fVar6 = fVar5;
      }
      piVar4 = piVar4 + 1;
    } while (piVar4 != piVar1);
  }
  return iVar3;
}

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)