L L4D2node

IsPointInBox

0x000c5970 · 76 bytes · __cdecl

_Z12IsPointInBoxRK6VectorS1_S1_

Decompiled

undefined (3 params)

/* IsPointInBox(Vector const&, Vector const&, Vector const&) */

bool IsPointInBox(Vector *param_1,Vector *param_2,Vector *param_3)

{
  float fVar1;
  
  fVar1 = *(float *)param_1;
  if ((((fVar1 < *(float *)param_3 || fVar1 == *(float *)param_3) && (*(float *)param_2 <= fVar1))
      && (fVar1 = *(float *)(param_1 + 4),
         fVar1 < *(float *)(param_3 + 4) || fVar1 == *(float *)(param_3 + 4))) &&
     ((*(float *)(param_2 + 4) <= fVar1 &&
      (fVar1 = *(float *)(param_1 + 8),
      fVar1 < *(float *)(param_3 + 8) || fVar1 == *(float *)(param_3 + 8))))) {
    return *(float *)(param_2 + 8) <= fVar1;
  }
  return false;
}

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)