L L4D2node

TerrorNavMesh::GetCheckpoint

0x0086ae80 · 218 bytes · __thiscall

_ZNK13TerrorNavMesh13GetCheckpointERK6Vector

Decompiled

undefined (2 params)

/* TerrorNavMesh::GetCheckpoint(Vector const&) const */

int __thiscall TerrorNavMesh::GetCheckpoint(TerrorNavMesh *this,Vector *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  
  iVar3 = 10;
  fVar4 = 100.0;
  do {
    fVar6 = *(float *)(param_1 + 8) - fVar4;
    fVar5 = *(float *)param_1 - fVar4;
    fVar7 = *(float *)(param_1 + 4) - fVar4;
    if (0 < *(int *)(this + 0x670)) {
      iVar2 = 0;
      do {
        iVar1 = *(int *)(*(int *)(this + 0x664) + iVar2 * 4);
        if ((((*(float *)(iVar1 + 0x18) <= fVar4 + *(float *)param_1) &&
             (fVar5 < *(float *)(iVar1 + 0x24) || fVar5 == *(float *)(iVar1 + 0x24))) &&
            (*(float *)(iVar1 + 0x1c) <= fVar4 + *(float *)(param_1 + 4))) &&
           (((fVar7 < *(float *)(iVar1 + 0x28) || fVar7 == *(float *)(iVar1 + 0x28) &&
             (*(float *)(iVar1 + 0x20) <= fVar4 + *(float *)(param_1 + 8))) &&
            (fVar6 < *(float *)(iVar1 + 0x2c) || fVar6 == *(float *)(iVar1 + 0x2c))))) {
          return iVar1;
        }
        iVar2 = iVar2 + 1;
      } while (iVar2 != *(int *)(this + 0x670));
    }
    iVar3 = iVar3 + -1;
    fVar4 = fVar4 + 100.0;
    if (iVar3 == 0) {
      return 0;
    }
  } 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)