L L4D2node

TerrorNavMesh::GetInitialCheckpoint

0x0086afe0 · 409 bytes · __thiscall

_ZNK13TerrorNavMesh20GetInitialCheckpointEv

Decompiled

undefined (1 param)

/* TerrorNavMesh::GetInitialCheckpoint() const */

int __thiscall TerrorNavMesh::GetInitialCheckpoint(TerrorNavMesh *this)

{
  int iVar1;
  char cVar2;
  char *pcVar3;
  int *piVar4;
  float *pfVar5;
  int iVar6;
  int iVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  
  cVar2 = CDirector::IsTransitioned(TheDirector);
  if (((cVar2 != '\0') && (pcVar3 = (char *)GetTransitionedLandmarkName(), pcVar3 != (char *)0x0))
     && (*pcVar3 != '\0')) {
    piVar4 = (int *)CGlobalEntityList::FindEntityByName
                              ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar3,
                               (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                               (IEntityFindFilter *)0x0);
    if (piVar4 == (int *)0x0) {
      DevWarning("************\nMost gross danger! Cannot find Landmark named %s!\n************",
                 pcVar3);
    }
    else {
      pfVar5 = (float *)(**(code **)(*piVar4 + 0x288))(piVar4);
      if (0 < *(int *)(this + 0x670)) {
        iVar7 = 0;
        iVar6 = 0;
        fVar11 = 0.0;
        do {
          iVar1 = *(int *)(*(int *)(this + 0x664) + iVar7 * 4);
          fVar10 = (*(float *)(iVar1 + 0x24) + *(float *)(iVar1 + 0x18)) * 0.5;
          fVar8 = (*(float *)(iVar1 + 0x28) + *(float *)(iVar1 + 0x1c)) * 0.5;
          fVar9 = (*(float *)(iVar1 + 0x2c) + *(float *)(iVar1 + 0x20)) * 0.5;
          if (iVar6 == 0) {
            fVar10 = *pfVar5 - fVar10;
            fVar9 = pfVar5[2] - fVar9;
            fVar8 = pfVar5[1] - fVar8;
            fVar8 = fVar9 * fVar9 + fVar10 * fVar10 + fVar8 * fVar8;
LAB_0086b112:
            iVar6 = iVar1;
            fVar11 = fVar8;
          }
          else {
            fVar10 = *pfVar5 - fVar10;
            fVar8 = pfVar5[1] - fVar8;
            fVar9 = pfVar5[2] - fVar9;
            fVar8 = fVar8 * fVar8 + fVar10 * fVar10 + fVar9 * fVar9;
            if ((fVar8 < fVar11) && (*(char *)(iVar1 + 0x5f) == '\0')) goto LAB_0086b112;
          }
          iVar7 = iVar7 + 1;
          if (*(int *)(this + 0x670) <= iVar7) {
            return iVar6;
          }
        } while( true );
      }
    }
  }
  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)