FindGroundZ
0x00701e60 · 146 bytes · __cdecl
_Z11FindGroundZRK6VectorS1_S1_
Decompiled
undefined (3 params)
/* FindGroundZ(Vector const&, Vector const&, Vector const&) */
longdouble FindGroundZ(Vector *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
longdouble lVar2;
uint uVar3;
float fVar4;
lVar2 = (longdouble)FindGroundZFromPoint(param_1,param_2);
fVar4 = (float)lVar2;
lVar2 = (longdouble)FindGroundZFromPoint(param_1,param_3);
fVar1 = (float)lVar2;
if (18.0 < ABS(fVar4 - fVar1)) {
uVar3 = -(uint)(ABS(*(float *)(param_1 + 8) - fVar1) < ABS(*(float *)(param_1 + 8) - fVar4));
fVar4 = (float)(~uVar3 & (uint)fVar4 | (uint)fVar1 & uVar3);
}
return (longdouble)fVar4;
}
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.