L L4D2node

CalcClosestPointOnLine2D

0x000a7c60 · 103 bytes · __cdecl

_Z24CalcClosestPointOnLine2DRK8Vector2DS1_S1_RS_Pf

Decompiled

undefined (5 params)

/* CalcClosestPointOnLine2D(Vector2D const&, Vector2D const&, Vector2D const&, Vector2D&, float*) */

void CalcClosestPointOnLine2D
               (Vector2D *param_1,Vector2D *param_2,Vector2D *param_3,Vector2D *param_4,
               float *param_5)

{
  float fVar1;
  longdouble lVar2;
  float local_18;
  float local_14;
  
  lVar2 = (longdouble)CalcClosestPointToLineT2D(param_1,param_2,param_3,(Vector2D *)&local_18);
  fVar1 = (float)lVar2;
  if (param_5 != (float *)0x0) {
    *param_5 = fVar1;
  }
  *(float *)param_4 = local_18 * fVar1 + *(float *)param_2;
  *(float *)(param_4 + 4) = fVar1 * local_14 + *(float *)(param_2 + 4);
  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)