L L4D2node

UTIL_FindWaterSurface

0x00b2d2d0 · 216 bytes · __cdecl

_Z21UTIL_FindWaterSurfaceRK6Vectorff

Decompiled

undefined (3 params)

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

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

{
  undefined **local_c0;
  undefined4 local_bc;
  undefined4 local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  float local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  undefined1 local_60 [20];
  float local_4c;
  
  local_ac = 0;
  local_84 = 0;
  local_a8 = 0;
  local_a4 = param_2 - param_3;
  local_88 = 0;
  local_c0 = &PTR_ShouldHitEntity_00d48d08;
  local_8c = 0;
  local_b8 = *(undefined4 *)(param_1 + 4);
  local_bc = *(undefined4 *)param_1;
  local_7c = 0;
  local_78 = 1;
  local_94 = 0;
  local_77 = local_a4 * local_a4 != 0.0;
  local_98 = 0;
  local_9c = 0;
  local_b4 = param_3;
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x4030,&local_c0,local_60);
  return (longdouble)local_4c;
}

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)