L L4D2node

SurvivorBot::CacheReachability

0x00937ea0 · 112 bytes · __regparm3

_ZNK11SurvivorBot17CacheReachabilityEP8CNavAreaS1_ibf.part.87

Decompiled

undefined (5 params)

/* SurvivorBot::CacheReachability(CNavArea*, CNavArea*, int, bool, float) const [clone .part.87] */

void __regparm3
SurvivorBot::CacheReachability
          (CNavArea *param_1,CNavArea *param_2,int param_3,bool param_4,float param_5)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  undefined4 in_XMM0_Da;
  
  if (param_3 < 0x5f) {
    puVar1 = &DAT_01010ea0;
    do {
      puVar2 = puVar1 + -4;
      puVar1[4] = *puVar1;
      puVar1[5] = puVar1[1];
      puVar1[6] = puVar1[2];
      puVar1[7] = puVar1[3];
      puVar1 = puVar2;
    } while (puVar2 != (undefined4 *)(&DAT_010108b0 + param_3 * 0x10));
  }
  (&m_isReachableCache)[param_3 * 4] = param_1;
  (&DAT_010108c4)[param_3 * 4] = param_2;
  (&DAT_010108c8)[param_3 * 0x10] = param_4;
  (&DAT_010108cc)[param_3 * 4] = in_XMM0_Da;
  return;
}

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)