L L4D2node

UTIL_WaterLevel

0x00b2d180 · 313 bytes · __cdecl

_Z15UTIL_WaterLevelRK6Vectorff

Decompiled

undefined (3 params)

/* UTIL_WaterLevel(Vector const&, float, float) */

longdouble UTIL_WaterLevel(Vector *param_1,float param_2,float param_3)

{
  uint uVar1;
  float fVar2;
  float fVar3;
  undefined4 local_18;
  undefined4 local_14;
  float local_10;
  
  local_10 = param_2;
  local_18 = *(undefined4 *)param_1;
  local_14 = *(undefined4 *)(param_1 + 4);
  uVar1 = (**(code **)*enginetrace)(enginetrace,&local_18,0x4030,0);
  fVar2 = param_2;
  if ((uVar1 & 0x4030) != 0) {
    local_10 = param_3;
    uVar1 = (**(code **)*enginetrace)(enginetrace,&local_18,0x4030,0);
    fVar2 = param_3;
    if ((uVar1 & 0x4030) == 0) {
      fVar3 = param_3 - param_2;
      fVar2 = local_10;
      while (1.0 < fVar3) {
        local_10 = param_2 + fVar3 * 0.5;
        uVar1 = (**(code **)*enginetrace)(enginetrace,&local_18,0x4030,0);
        fVar2 = local_10;
        if ((uVar1 & 0x4030) == 0) {
          param_3 = local_10;
          fVar2 = param_2;
        }
        fVar3 = param_3 - fVar2;
        param_2 = fVar2;
        fVar2 = local_10;
      }
    }
  }
  return (longdouble)fVar2;
}

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)