IsPointInBox
0x00589ca0 · 76 bytes · __cdecl
_Z12IsPointInBoxRK6VectorS1_S1_
Decompiled
undefined (3 params)
/* IsPointInBox(Vector const&, Vector const&, Vector const&) */
bool IsPointInBox(Vector *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
fVar1 = *(float *)param_1;
if ((((fVar1 < *(float *)param_3 || fVar1 == *(float *)param_3) && (*(float *)param_2 <= fVar1))
&& (fVar1 = *(float *)(param_1 + 4),
fVar1 < *(float *)(param_3 + 4) || fVar1 == *(float *)(param_3 + 4))) &&
((*(float *)(param_2 + 4) <= fVar1 &&
(fVar1 = *(float *)(param_1 + 8),
fVar1 < *(float *)(param_3 + 8) || fVar1 == *(float *)(param_3 + 8))))) {
return *(float *)(param_2 + 8) <= fVar1;
}
return false;
}
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.