L L4D2node

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 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)