L L4D2node

TerrorNavArea::FindRandomSpot

0x009732f0 · 312 bytes · __cdecl

_ZNK13TerrorNavArea14FindRandomSpotEv

Decompiled

undefined (0 params)

/* TerrorNavArea::FindRandomSpot() const */

void TerrorNavArea::FindRandomSpot(void)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float *in_stack_00000004;
  CNavArea *in_stack_00000008;
  
  fVar4 = *(float *)(in_stack_00000008 + 4);
  fVar3 = *(float *)(in_stack_00000008 + 0x10) - fVar4;
  if ((50.0 <= fVar3) &&
     (50.0 <= *(float *)(in_stack_00000008 + 0x14) - *(float *)(in_stack_00000008 + 8))) {
    lVar2 = (longdouble)RandomFloat(0,fVar3 - 50.0);
    fVar3 = *(float *)(in_stack_00000008 + 8);
    fVar1 = *(float *)(in_stack_00000008 + 0x14);
    fVar5 = fVar4 + 25.0 + (float)lVar2;
    *in_stack_00000004 = fVar5;
    lVar2 = (longdouble)RandomFloat(0,(fVar1 - fVar3) - 50.0);
    fVar4 = fVar3 + 25.0 + (float)lVar2;
    in_stack_00000004[1] = fVar4;
    lVar2 = (longdouble)CNavArea::GetZ(in_stack_00000008,fVar5,fVar4);
    in_stack_00000004[2] = (float)lVar2 + 10.0;
    return;
  }
  *in_stack_00000004 = *(float *)(in_stack_00000008 + 0x2c);
  in_stack_00000004[1] = *(float *)(in_stack_00000008 + 0x30);
  in_stack_00000004[2] = *(float *)(in_stack_00000008 + 0x34) + 10.0;
  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)