L L4D2node

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 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)