L L4D2node

CDirectorItemManager::SortItemLocationInfoByFlowDistance

0x008a3420 · 401 bytes · __cdecl

_ZN20CDirectorItemManager34SortItemLocationInfoByFlowDistanceEPK18EntityLocationInfoI7CHandleI11CBaseEntityEES6_

Decompiled

undefined (2 params)

/* CDirectorItemManager::SortItemLocationInfoByFlowDistance(EntityLocationInfo<CHandle<CBaseEntity>
   > const*, EntityLocationInfo<CHandle<CBaseEntity> > const*) */

uint CDirectorItemManager::SortItemLocationInfoByFlowDistance
               (EntityLocationInfo *param_1,EntityLocationInfo *param_2)

{
  int iVar1;
  int iVar2;
  uint uVar3;
  undefined *puVar4;
  CBaseEntity *this;
  CBaseEntity *this_00;
  float fVar5;
  float fVar6;
  
  this = (CBaseEntity *)0x0;
  uVar3 = *(uint *)(param_1 + 0x1c);
  if (((uVar3 != 0xffffffff) &&
      (puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar4 + 8) == uVar3 >> 0xc)) {
    this = *(CBaseEntity **)(puVar4 + 4);
  }
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this);
  }
  this_00 = (CBaseEntity *)0x0;
  iVar1 = CNavMesh::GetNearestNavArea
                    (TheNavMesh,(Vector *)(this + 0x2e0),false,10000.0,false,true,false);
  uVar3 = *(uint *)(param_2 + 0x1c);
  if (((uVar3 != 0xffffffff) &&
      (puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar4 + 8) == uVar3 >> 0xc)) {
    this_00 = *(CBaseEntity **)(puVar4 + 4);
  }
  if (((byte)this_00[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this_00);
  }
  iVar2 = CNavMesh::GetNearestNavArea
                    (TheNavMesh,(Vector *)(this_00 + 0x2e0),false,10000.0,false,true,false);
  if (iVar1 != iVar2) {
    if (iVar1 == 0) {
      fVar6 = -1.0;
    }
    else {
      fVar6 = *(float *)(iVar1 + 0x154);
    }
    if (iVar2 == 0) {
      fVar5 = -1.0;
    }
    else {
      fVar5 = *(float *)(iVar2 + 0x154);
    }
    if (fVar6 < fVar5) {
      uVar3 = 0xffffffff;
    }
    else {
      uVar3 = (uint)(fVar5 < fVar6);
    }
    return uVar3;
  }
  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)