L L4D2node

CTerrorPlayer::IsAheadOf

0x009ab7b0 · 422 bytes · __thiscall

_ZNK13CTerrorPlayer9IsAheadOfEPS_

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsAheadOf(CTerrorPlayer*) const */

undefined4 __thiscall CTerrorPlayer::IsAheadOf(CTerrorPlayer *this,CTerrorPlayer *param_1)

{
  int iVar1;
  TerrorNavArea *this_00;
  int iVar2;
  TerrorNavArea *pTVar3;
  longdouble lVar4;
  float local_24;
  
  if ((param_1 != (CTerrorPlayer *)0x0) &&
     (iVar1 = (**(code **)(*(int *)param_1 + 0x52c))(param_1), iVar1 != 0)) {
    iVar1 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
    iVar2 = CNavArea::m_masterMarker + 1;
    CNavArea::m_masterMarker = 1;
    if (iVar2 != 0) {
      CNavArea::m_masterMarker = iVar2;
    }
    this_00 = *(TerrorNavArea **)(TheNavMesh + 0x600);
    if ((this_00 != (TerrorNavArea *)0x0) && (*(int *)(this_00 + 0x3c) != CNavArea::m_masterMarker))
    {
      pTVar3 = (TerrorNavArea *)0x0;
      local_24 = 1e+08;
      do {
        *(int *)(this_00 + 0x3c) = CNavArea::m_masterMarker;
        if (((byte)this[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
        }
        lVar4 = (longdouble)
                CNavArea::GetDistanceSquaredToPoint((CNavArea *)this_00,(Vector *)(this + 0x2e0));
        if ((float)lVar4 < local_24) {
          pTVar3 = this_00;
          local_24 = (float)lVar4;
        }
        if (*(int *)(ZombieDebugSpawnAhead._28_4_ + 0x30) != 0) {
          (**(code **)(*(int *)this_00 + 0x54))(this_00,0,0xff,0,100,0x3f8ccccd,1);
        }
        this_00 = (TerrorNavArea *)TerrorNavArea::GetNextEscapeStep(this_00,(NavTraverseType *)0x0);
      } while ((this_00 != (TerrorNavArea *)0x0) &&
              (*(int *)(this_00 + 0x3c) != CNavArea::m_masterMarker));
      if (pTVar3 != (TerrorNavArea *)0x0) {
        if (*(int *)(ZombieDebugSpawnAhead._28_4_ + 0x30) != 0) {
          (**(code **)(*(int *)pTVar3 + 0x54))(pTVar3,0xff,0,0,0xff,0x3f8ccccd,1);
        }
        if (*(float *)(iVar1 + 0x154) <= *(float *)(pTVar3 + 0x154) &&
            *(float *)(pTVar3 + 0x154) != *(float *)(iVar1 + 0x154)) {
          return 1;
        }
      }
    }
  }
  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)