L L4D2node

CTerrorPlayer::TryGetPathableLocationWithin

0x009b8dd0 · 609 bytes · __cdecl

_ZN13CTerrorPlayer28TryGetPathableLocationWithinEf

Decompiled

undefined (1 param)

/* CTerrorPlayer::TryGetPathableLocationWithin(float) */

float CTerrorPlayer::TryGetPathableLocationWithin(float param_1)

{
  float fVar1;
  float fVar2;
  undefined4 uVar3;
  CBaseEntity CVar4;
  CNavArea *pCVar5;
  bool bVar6;
  CNavArea *pCVar7;
  int iVar8;
  int iVar9;
  float fVar10;
  CBaseEntity *in_stack_00000008;
  float in_stack_0000000c;
  undefined4 local_40;
  float local_3c;
  float local_38;
  float local_30;
  ShortestPathCost local_21;
  CNavArea *local_20 [4];
  
  if ((0.0 <= in_stack_0000000c) && (*(char *)(TheNavMesh + 0x4c) != '\0')) {
    pCVar7 = (CNavArea *)(**(code **)(*(int *)in_stack_00000008 + 0x52c))();
    local_20[0] = (CNavArea *)0x0;
    iVar8 = *(int *)(in_stack_00000008 + 0x30f4);
    if (iVar8 != 0) {
      iVar9 = 5;
      local_30 = 0.0;
      local_38 = vec3_origin;
      local_40 = DAT_01053d50;
      local_3c = DAT_01053d4c;
      while( true ) {
        iVar8 = RandomInt(0,iVar8 + -1);
        pCVar5 = *(CNavArea **)(*(int *)(in_stack_00000008 + 0x30e8) + iVar8 * 4);
        bVar6 = NavAreaBuildPath<ShortestPathCost>
                          (pCVar7,pCVar5,(Vector *)0x0,(Vector *)0x0,&local_21,local_20,
                           in_stack_0000000c,2,false);
        if (bVar6) {
          CVar4 = in_stack_00000008[0x14d];
          fVar1 = *(float *)(pCVar5 + 0x2c);
          fVar2 = *(float *)(pCVar5 + 0x30);
          uVar3 = *(undefined4 *)(pCVar5 + 0x34);
        }
        else {
          CVar4 = in_stack_00000008[0x14d];
          fVar1 = *(float *)(local_20[0] + 0x2c);
          fVar2 = *(float *)(local_20[0] + 0x30);
          uVar3 = *(undefined4 *)(local_20[0] + 0x34);
        }
        if (((byte)CVar4 & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(in_stack_00000008);
        }
        fVar10 = (fVar1 - *(float *)(in_stack_00000008 + 0x2e0)) *
                 (fVar1 - *(float *)(in_stack_00000008 + 0x2e0)) +
                 (fVar2 - *(float *)(in_stack_00000008 + 0x2e4)) *
                 (fVar2 - *(float *)(in_stack_00000008 + 0x2e4));
        if ((local_30 < fVar10) &&
           (local_40 = uVar3, local_3c = fVar2, local_38 = fVar1, local_30 = fVar10,
           ((byte)in_stack_00000008[0x14d] & 8) != 0)) {
          CBaseEntity::CalcAbsolutePosition(in_stack_00000008);
          local_30 = (fVar2 - *(float *)(in_stack_00000008 + 0x2e4)) *
                     (fVar2 - *(float *)(in_stack_00000008 + 0x2e4)) +
                     (fVar1 - *(float *)(in_stack_00000008 + 0x2e0)) *
                     (fVar1 - *(float *)(in_stack_00000008 + 0x2e0));
        }
        iVar9 = iVar9 + -1;
        if (iVar9 == 0) break;
        iVar8 = *(int *)(in_stack_00000008 + 0x30f4);
      }
      *(float *)param_1 = local_38;
      *(float *)((int)param_1 + 4) = local_3c;
      *(undefined4 *)((int)param_1 + 8) = local_40;
      return param_1;
    }
  }
  *(float *)param_1 = vec3_origin;
  *(float *)((int)param_1 + 4) = DAT_01053d4c;
  *(undefined4 *)((int)param_1 + 8) = DAT_01053d50;
  return param_1;
}

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)