Path::GetClosestPosition
0x0075ece0 · 353 bytes · __thiscall
_ZNK4Path18GetClosestPositionERK6VectorPKNS_7SegmentEf
Decompiled
undefined (4 params)
/* Path::GetClosestPosition(Vector const&, Path::Segment const*, float) const */
Path * __thiscall
Path::GetClosestPosition(Path *this,Vector *param_1,Segment *param_2,float param_3)
{
Path *pPVar1;
float fVar2;
float local_38;
float local_30;
float local_28;
float local_24;
float local_20;
if (param_2 == (Segment *)0x0) {
param_2 = (Segment *)(this + 4);
if (param_2 == (Segment *)0x0) {
return (Path *)param_1;
}
}
*(undefined4 *)(this + 0x4414) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x4418) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x441c) = *(undefined4 *)(param_1 + 8);
local_30 = 0.0;
local_38 = 1e+11;
if (0.0 <= param_3) {
do {
pPVar1 = (Path *)(**(code **)(*(int *)this + 0x58))(this,param_2);
if (pPVar1 == (Path *)0x0) break;
CalcClosestPointOnLineSegment
(param_1,(Vector *)(param_2 + 8),(Vector *)(pPVar1 + 8),(Vector *)&local_28,
(float *)0x0);
fVar2 = (local_20 - *(float *)(param_1 + 8)) * (local_20 - *(float *)(param_1 + 8)) +
(local_28 - *(float *)param_1) * (local_28 - *(float *)param_1) +
(local_24 - *(float *)(param_1 + 4)) * (local_24 - *(float *)(param_1 + 4));
if (fVar2 < local_38) {
*(float *)(this + 0x4414) = local_28;
*(float *)(this + 0x4418) = local_24;
*(float *)(this + 0x441c) = local_20;
local_38 = fVar2;
}
local_30 = local_30 + *(float *)(param_2 + 0x28);
param_2 = (Segment *)pPVar1;
} while ((param_3 == 0.0) || (local_30 <= param_3));
}
return this + 0x4414;
}
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.