L L4D2node

SurvivorBot::QueryReachableCache

0x0093c5c0 · 229 bytes · __thiscall

_ZNK11SurvivorBot19QueryReachableCacheEP8CNavAreaS1_

Decompiled

undefined (3 params)

/* SurvivorBot::QueryReachableCache(CNavArea*, CNavArea*) const */

uint __thiscall
SurvivorBot::QueryReachableCache(SurvivorBot *this,CNavArea *param_1,CNavArea *param_2)

{
  char cVar1;
  int *piVar2;
  uint uVar3;
  float fVar4;
  
  if (((param_1 == (CNavArea *)0x0) || (param_2 == (CNavArea *)0x0)) ||
     (cVar1 = CNavArea::IsBlocked(param_2,-1,false), cVar1 != '\0')) {
    return 1;
  }
  if (param_1 == param_2) {
    return 0;
  }
  piVar2 = &m_isReachableCache;
  do {
    if (((float)piVar2[3] < 0.0) ||
       (fVar4 = *(float *)(gpGlobals + 0xc) - (float)piVar2[3],
       *(float *)(SurvivorBotReachabilityCacheLifetime._28_4_ + 0x2c) <= fVar4 &&
       fVar4 != *(float *)(SurvivorBotReachabilityCacheLifetime._28_4_ + 0x2c))) break;
    if ((*(int *)(*piVar2 + 0x8c) == *(int *)(param_1 + 0x8c)) &&
       (*(int *)(piVar2[1] + 0x8c) == *(int *)(param_2 + 0x8c))) {
      return (uint)(*(byte *)(piVar2 + 2) ^ 1);
    }
    piVar2 = piVar2 + 4;
  } while (piVar2 != (int *)SurvivorBotReachabilityCacheLifetime);
  uVar3 = QueryReachableCacheNeighbor(this,param_1,param_2);
  return uVar3;
}

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)