PointOnLineNearestPoint
0x005b3350 · 313 bytes · __cdecl
_Z23PointOnLineNearestPointRK6VectorS1_S1_
Decompiled
undefined (3 params)
/* PointOnLineNearestPoint(Vector const&, Vector const&, Vector const&) */
Vector * PointOnLineNearestPoint(Vector *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float *in_stack_00000010;
float local_18;
float local_14;
float local_10;
fVar2 = *in_stack_00000010 - *(float *)param_2;
local_18 = *(float *)param_3 - *(float *)param_2;
local_14 = *(float *)(param_3 + 4) - *(float *)(param_2 + 4);
fVar3 = in_stack_00000010[1] - *(float *)(param_2 + 4);
local_10 = *(float *)(param_3 + 8) - *(float *)(param_2 + 8);
fVar1 = in_stack_00000010[2] - *(float *)(param_2 + 8);
fVar4 = SQRT(fVar3 * fVar3 + fVar1 * fVar1 + fVar2 * fVar2);
fVar4 = ((local_14 * fVar3 + local_18 * fVar2 + local_10 * fVar1) /
(SQRT(local_14 * local_14 + local_18 * local_18 + local_10 * local_10) * fVar4)) * fVar4;
VectorNormalize((Vector *)&local_18);
fVar1 = *(float *)(param_2 + 8);
fVar2 = *(float *)param_2;
*(float *)(param_1 + 4) = local_14 * fVar4 + *(float *)(param_2 + 4);
*(float *)(param_1 + 8) = local_10 * fVar4 + fVar1;
*(float *)param_1 = fVar4 * local_18 + fVar2;
return param_1;
}
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.