L L4D2node

CCollisionProperty::CalcNearestPoint

0x0042a460 · 377 bytes · __thiscall

_ZNK18CCollisionProperty16CalcNearestPointERK6VectorPS0_

Decompiled

undefined (3 params)

/* CCollisionProperty::CalcNearestPoint(Vector const&, Vector*) const */

void __thiscall
CCollisionProperty::CalcNearestPoint(CCollisionProperty *this,Vector *param_1,Vector *param_2)

{
  float *pfVar1;
  matrix3x4_t *pmVar2;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  if (((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) &&
     ((pfVar1 = (float *)(**(code **)(*(int *)this + 0x24))(this), vec3_angle != *pfVar1 ||
      ((DAT_01053d40 != pfVar1[1] || (DAT_01053d44 != pfVar1[2])))))) {
    pmVar2 = (matrix3x4_t *)(**(code **)(*(int *)this + 0x28))(this);
    VectorITransform((float *)param_1,pmVar2,&local_34);
  }
  else {
    pfVar1 = (float *)(**(code **)(*(int *)this + 0x20))(this);
    local_34 = *(float *)param_1 - *pfVar1;
    local_30 = *(float *)(param_1 + 4) - pfVar1[1];
    local_2c = *(float *)(param_1 + 8) - pfVar1[2];
  }
  CalcClosestPointOnAABB
            ((Vector *)(this + 8),(Vector *)(this + 0x14),(Vector *)&local_34,(Vector *)&local_28);
  if (((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) &&
     ((pfVar1 = (float *)(**(code **)(*(int *)this + 0x24))(this), vec3_angle != *pfVar1 ||
      ((DAT_01053d40 != pfVar1[1] || (DAT_01053d44 != pfVar1[2])))))) {
    pmVar2 = (matrix3x4_t *)(**(code **)(*(int *)this + 0x28))(this);
    VectorTransform(&local_28,pmVar2,(float *)param_2);
    return;
  }
  pfVar1 = (float *)(**(code **)(*(int *)this + 0x20))(this);
  *(float *)param_2 = *pfVar1 + local_28;
  *(float *)(param_2 + 4) = pfVar1[1] + local_24;
  *(float *)(param_2 + 8) = pfVar1[2] + local_20;
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)