L L4D2node

SurvivorBot::IsReachable

0x0093c7b0 · 263 bytes · __thiscall

_ZNK11SurvivorBot11IsReachableEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* SurvivorBot::IsReachable(CTerrorPlayer*) const */

undefined4 __thiscall SurvivorBot::IsReachable(SurvivorBot *this,CTerrorPlayer *param_1)

{
  CTerrorPlayer CVar1;
  CNavArea *this_00;
  undefined4 uVar2;
  CNavArea *pCVar3;
  float local_18;
  float local_14;
  
  if ((param_1 != (CTerrorPlayer *)0x0) &&
     (uVar2 = (**(code **)(*(int *)param_1 + 300))(param_1), (char)uVar2 != '\0')) {
    if (param_1 == (CTerrorPlayer *)this) {
      return uVar2;
    }
    pCVar3 = (CNavArea *)(**(code **)(*(int *)param_1 + 0x52c))(param_1);
    if ((param_1[0x39f1] == (CTerrorPlayer)0x0) ||
       (this_00 = *(CNavArea **)(param_1 + 0x3a64), this_00 == (CNavArea *)0x0)) {
      if (pCVar3 == (CNavArea *)0x0) {
        return 0;
      }
      CVar1 = param_1[0x14d];
      this_00 = pCVar3;
    }
    else {
      CVar1 = param_1[0x14d];
    }
    if (((byte)CVar1 & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
    }
    CNavArea::GetClosestPointOnArea(this_00,(Vector *)(param_1 + 0x2e0),(Vector *)&local_18);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
    }
    if ((*(float *)(param_1 + 0x2e0) - local_18) * (*(float *)(param_1 + 0x2e0) - local_18) +
        (*(float *)(param_1 + 0x2e4) - local_14) * (*(float *)(param_1 + 0x2e4) - local_14) <=
        10000.0) {
      pCVar3 = (CNavArea *)(**(code **)(*(int *)this + 0x52c))(this);
      uVar2 = IsReachable(this,pCVar3,this_00);
      return uVar2;
    }
  }
  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)