AddPointToBounds
0x00274020 · 53 bytes · __cdecl
_Z16AddPointToBoundsRK6VectorRS_S2_
Decompiled
undefined (3 params)
/* AddPointToBounds(Vector const&, Vector&, Vector&) */
void AddPointToBounds(Vector *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
int iVar2;
iVar2 = 0;
do {
fVar1 = *(float *)(param_1 + iVar2 * 4);
if (fVar1 < *(float *)(param_2 + iVar2 * 4)) {
*(float *)(param_2 + iVar2 * 4) = fVar1;
}
if (*(float *)(param_3 + iVar2 * 4) <= fVar1 && fVar1 != *(float *)(param_3 + iVar2 * 4)) {
*(float *)(param_3 + iVar2 * 4) = fVar1;
}
iVar2 = iVar2 + 1;
} while (iVar2 != 3);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.