L L4D2node

TerrorNavMesh::FindBreakables

0x009764c0 · 280 bytes · __thiscall

_ZN13TerrorNavMesh14FindBreakablesER6ExtentPbS2_

Decompiled

undefined (4 params)

/* TerrorNavMesh::FindBreakables(Extent&, bool*, bool*) */

void __thiscall
TerrorNavMesh::FindBreakables(TerrorNavMesh *this,Extent *param_1,bool *param_2,bool *param_3)

{
  int iVar1;
  CBaseEntity *pCVar2;
  CBaseEntity *pCVar3;
  
  pCVar3 = (CBaseEntity *)0x0;
  *param_2 = false;
  *param_3 = false;
  while( true ) {
    pCVar3 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassnameWithin
                       ((CGlobalEntityList *)gEntList,pCVar3,"prop_physics",(Vector *)param_1,
                        (Vector *)(param_1 + 0xc));
    pCVar2 = (CBaseEntity *)0x0;
    if (pCVar3 == (CBaseEntity *)0x0) break;
    iVar1 = __dynamic_cast(pCVar3,&CBaseEntity::typeinfo,&CPhysicsProp::typeinfo,0);
    if ((iVar1 != 0) && (0 < *(int *)(iVar1 + 0x100))) {
      *param_3 = (bool)(*param_3 | (byte)(*(uint *)(iVar1 + 0x148) >> 0xd) & 1);
      *param_2 = (bool)(*param_2 | (byte)(*(uint *)(iVar1 + 0x148) >> 0xc) & 1);
    }
  }
  while( true ) {
    pCVar2 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassnameWithin
                       ((CGlobalEntityList *)gEntList,pCVar2,"func_breakable",(Vector *)param_1,
                        (Vector *)(param_1 + 0xc));
    if (pCVar2 == (CBaseEntity *)0x0) break;
    iVar1 = __dynamic_cast(pCVar2,&CBaseEntity::typeinfo,&CBreakable::typeinfo,0);
    if ((iVar1 != 0) && (0 < *(int *)(iVar1 + 0x100))) {
      *param_3 = (bool)(*param_3 | (byte)(*(uint *)(iVar1 + 0x148) >> 0xd) & 1);
      *param_2 = (bool)(*param_2 | (byte)(*(uint *)(iVar1 + 0x148) >> 0xc) & 1);
    }
  }
  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)