L L4D2node

FloodSelectCollector::operator()

0x00976950 · 471 bytes · __thiscall

_ZN20FloodSelectCollectorclEP8CNavArea

Decompiled

undefined (2 params)

/* FloodSelectCollector::TEMPNAMEPLACEHOLDERVALUE(CNavArea*) */

undefined4 __thiscall FloodSelectCollector::operator()(FloodSelectCollector *this,CNavArea *param_1)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  cVar1 = CNavMesh::IsInSelectedSet(TheNavMesh,param_1);
  if ((((cVar1 != '\0') ||
       ((*(int *)(this + 4) != 0xffff && (*(int *)(this + 4) != *(int *)(param_1 + 0x160))))) ||
      ((*(uint *)(this + 8) != 0 && ((*(uint *)(param_1 + 300) & *(uint *)(this + 8)) == 0)))) ||
     (((*(uint *)(this + 0xc) != 0 && ((*(uint *)(param_1 + 300) & *(uint *)(this + 0xc)) != 0)) ||
      ((fVar6 = *(float *)(this + 0x18), 0.0 < fVar6 &&
       (iVar3 = *(int *)this, fVar8 = *(float *)(iVar3 + 0x2c) - *(float *)(param_1 + 0x2c),
       fVar5 = *(float *)(iVar3 + 0x34) - *(float *)(param_1 + 0x34),
       fVar7 = *(float *)(iVar3 + 0x30) - *(float *)(param_1 + 0x30),
       fVar6 * fVar6 < fVar5 * fVar5 + fVar8 * fVar8 + fVar7 * fVar7)))))) {
LAB_00976986:
    uVar2 = 0;
  }
  else {
    if (0 < *(int *)(nav_flood_select_tolerance._28_4_ + 0x30)) {
      fVar6 = (float)*(int *)(nav_flood_select_tolerance._28_4_ + 0x30);
      if (((int)(fVar6 + *(float *)(*(int *)this + 0x34)) < (int)*(float *)(param_1 + 0x34)) ||
         ((int)*(float *)(param_1 + 0x34) < (int)(*(float *)(*(int *)this + 0x34) - fVar6)))
      goto LAB_00976986;
    }
    iVar3 = 0;
    do {
      if (iVar3 == 2) {
        local_28 = *(undefined4 *)(param_1 + 0x10);
        local_24 = *(undefined4 *)(param_1 + 0x14);
        local_20 = *(undefined4 *)(param_1 + 0x18);
      }
      else if (iVar3 == 3) {
        local_24 = *(undefined4 *)(param_1 + 0x14);
        local_20 = *(undefined4 *)(param_1 + 0x28);
        local_28 = *(undefined4 *)(param_1 + 4);
      }
      else if (iVar3 == 1) {
        local_24 = *(undefined4 *)(param_1 + 8);
        local_20 = *(undefined4 *)(param_1 + 0x24);
        local_28 = *(undefined4 *)(param_1 + 0x10);
      }
      else {
        local_28 = *(undefined4 *)(param_1 + 4);
        local_24 = *(undefined4 *)(param_1 + 8);
        local_20 = *(undefined4 *)(param_1 + 0xc);
      }
      lVar4 = (longdouble)CNavArea::GetLightIntensity(param_1,(Vector *)&local_28);
      fVar6 = (float)lVar4;
      if ((fVar6 < *(float *)(this + 0x10)) ||
         (*(float *)(this + 0x14) <= fVar6 && fVar6 != *(float *)(this + 0x14))) goto LAB_00976986;
      iVar3 = iVar3 + 1;
    } while (iVar3 != 4);
    CNavMesh::AddToSelectedSet(TheNavMesh,param_1);
    uVar2 = 1;
    *(int *)(this + 0x1c) = *(int *)(this + 0x1c) + 1;
  }
  return uVar2;
}

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)