L L4D2node

CFogVolume::FindFogVolumeForPosition

0x008d0fc0 · 329 bytes · __cdecl

_ZN10CFogVolume24FindFogVolumeForPositionERK6Vector

Decompiled

undefined (1 param)

/* CFogVolume::FindFogVolumeForPosition(Vector const&) */

int CFogVolume::FindFogVolumeForPosition(Vector *param_1)

{
  int iVar1;
  int iVar2;
  char cVar3;
  float *pfVar4;
  Vector *pVVar5;
  Vector *pVVar6;
  matrix3x4_t *pmVar7;
  int iVar8;
  float local_28;
  float local_24;
  float local_20;
  
  if (0 < DAT_01003e88) {
    iVar8 = 0;
    do {
      iVar2 = *(int *)(TheFogVolumes + iVar8 * 4);
      iVar1 = iVar2 + 0x194;
      if ((((*(byte *)(iVar2 + 0x1b4) & 0x40) == 0) && ((*(byte *)(iVar2 + 0x1b6) & 0xfd) != 0)) &&
         ((pfVar4 = (float *)(**(code **)(*(int *)(iVar2 + 0x194) + 0x24))(iVar1),
          vec3_angle != *pfVar4 || ((DAT_01053d40 != pfVar4[1] || (DAT_01053d44 != pfVar4[2])))))) {
        pmVar7 = (matrix3x4_t *)(**(code **)(*(int *)(iVar2 + 0x194) + 0x28))(iVar1);
        VectorITransform((float *)param_1,pmVar7,&local_28);
      }
      else {
        pfVar4 = (float *)(**(code **)(*(int *)(iVar2 + 0x194) + 0x20))(iVar1);
        local_28 = *(float *)param_1 - *pfVar4;
        local_24 = *(float *)(param_1 + 4) - pfVar4[1];
        local_20 = *(float *)(param_1 + 8) - pfVar4[2];
      }
      pVVar5 = (Vector *)(**(code **)(*(int *)(iVar2 + 0x194) + 8))(iVar1);
      pVVar6 = (Vector *)(**(code **)(*(int *)(iVar2 + 0x194) + 4))(iVar1);
      cVar3 = IsBoxIntersectingSphere(pVVar6,pVVar5,(Vector *)&local_28,1.0);
      if (cVar3 != '\0') {
        return iVar2;
      }
      iVar8 = iVar8 + 1;
    } while (iVar8 < DAT_01003e88);
  }
  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)