L L4D2node

CEscapeRoute::GetPathPercent

0x008ce9a0 · 194 bytes · __thiscall

_ZNK12CEscapeRoute14GetPathPercentEi

Decompiled

undefined (2 params)

/* CEscapeRoute::GetPathPercent(int) const */

longdouble __thiscall CEscapeRoute::GetPathPercent(CEscapeRoute *this,int param_1)

{
  CEscapeRoute *pCVar1;
  CEscapeRoute *pCVar2;
  CEscapeRoute *pCVar3;
  CEscapeRoute *pCVar4;
  int iVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  
  fVar8 = 0.0;
  fVar9 = *(float *)(this + 0x1c44);
  if (fVar9 != 0.0) {
    iVar5 = *(int *)(this + 0x1c40) + -1;
    if (param_1 < iVar5) {
      pCVar3 = this + iVar5 * 0xc + 0x440;
      pCVar4 = this + *(int *)(this + 0x1c40) * 0xc;
      fVar6 = *(float *)(pCVar3 + 4);
      fVar7 = *(float *)pCVar3;
      fVar10 = *(float *)(pCVar3 + 8);
      do {
        pCVar3 = pCVar4 + 0x42c;
        iVar5 = iVar5 + -1;
        pCVar1 = pCVar4 + 0x430;
        fVar6 = fVar6 - *(float *)pCVar3;
        pCVar2 = pCVar4 + 0x428;
        fVar10 = fVar10 - *(float *)pCVar1;
        fVar7 = fVar7 - *(float *)pCVar2;
        fVar8 = fVar8 + SQRT(fVar6 * fVar6 + fVar10 * fVar10 + fVar7 * fVar7);
        pCVar4 = pCVar4 + -0xc;
        fVar6 = *(float *)pCVar3;
        fVar7 = *(float *)pCVar2;
        fVar10 = *(float *)pCVar1;
      } while (iVar5 != param_1);
    }
    fVar9 = fVar8 / fVar9;
  }
  return (longdouble)fVar9;
}

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)