CalcClosestPointToLineT2D
0x000a7bd0 · 136 bytes · __cdecl
_Z25CalcClosestPointToLineT2DRK8Vector2DS1_S1_RS_
Decompiled
undefined (4 params)
/* CalcClosestPointToLineT2D(Vector2D const&, Vector2D const&, Vector2D const&, Vector2D&) */
longdouble
CalcClosestPointToLineT2D(Vector2D *param_1,Vector2D *param_2,Vector2D *param_3,Vector2D *param_4)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
fVar2 = *(float *)param_3 - *(float *)param_2;
*(float *)param_4 = fVar2;
fVar3 = *(float *)(param_3 + 4) - *(float *)(param_2 + 4);
*(float *)(param_4 + 4) = fVar3;
fVar4 = fVar3 * fVar3 + fVar2 * fVar2;
fVar1 = 0.0;
if (1e-05 <= fVar4) {
fVar1 = (((*(float *)(param_1 + 4) * fVar3 + *(float *)param_1 * fVar2) -
fVar3 * *(float *)(param_2 + 4)) - fVar2 * *(float *)param_2) / fVar4;
}
return (longdouble)fVar1;
}
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.