L L4D2node

CEscapeRoute::GetAreaFromFlow

0x008ce7e0 · 138 bytes · __thiscall

_ZNK12CEscapeRoute15GetAreaFromFlowEfN13TerrorNavArea8FlowTypeE

Decompiled

undefined (3 params)

/* CEscapeRoute::GetAreaFromFlow(float, TerrorNavArea::FlowType) const */

undefined4 __thiscall CEscapeRoute::GetAreaFromFlow(CEscapeRoute *this,float param_1,int param_3)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x1c40);
  if (iVar1 != 0) {
    if (param_1 <= 0.0) {
      return *(undefined4 *)(this + iVar1 * 4 + 0x1c44);
    }
    if (*(float *)(this + param_3 * 4 + 0x2448) <= param_1) {
      return *(undefined4 *)(this + 0x1c48);
    }
    iVar2 = iVar1 + -1;
    if (0 < iVar2) {
      if (*(float *)(this + (param_3 + 0x910 + (iVar1 + -2) * 2) * 4 + 8) <= param_1 &&
          param_1 != *(float *)(this + (param_3 + 0x910 + (iVar1 + -2) * 2) * 4 + 8)) {
        iVar1 = iVar1 + -2;
        do {
          iVar2 = iVar1;
          if (iVar2 == 0) {
            return 0;
          }
          iVar1 = iVar2 + -1;
        } while (*(float *)(this + (iVar2 + -1) * 8 + param_3 * 4 + 0x2448) <= param_1 &&
                 param_1 != *(float *)(this + (iVar2 + -1) * 8 + param_3 * 4 + 0x2448));
      }
      return *(undefined4 *)(this + iVar2 * 4 + 0x1c48);
    }
  }
  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)