L L4D2node

CalcClosestPointOnLine

0x00278ab0 · 122 bytes · __cdecl

_Z22CalcClosestPointOnLineRK6VectorS1_S1_RS_Pf

Decompiled

undefined (5 params)

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

void CalcClosestPointOnLine
               (Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,float *param_5)

{
  float fVar1;
  longdouble lVar2;
  float local_1c;
  float local_18;
  float local_14;
  
  lVar2 = (longdouble)CalcClosestPointToLineT(param_1,param_2,param_3,(Vector *)&local_1c);
  fVar1 = (float)lVar2;
  if (param_5 != (float *)0x0) {
    *param_5 = fVar1;
  }
  *(float *)param_4 = local_1c * fVar1 + *(float *)param_2;
  *(float *)(param_4 + 4) = local_18 * fVar1 + *(float *)(param_2 + 4);
  *(float *)(param_4 + 8) = fVar1 * local_14 + *(float *)(param_2 + 8);
  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)