L L4D2node

CPathTrack::Project

0x00771a10 · 183 bytes · __thiscall

_ZN10CPathTrack7ProjectEPS_S0_R6Vectorf

Decompiled

undefined (5 params)

/* CPathTrack::Project(CPathTrack*, CPathTrack*, Vector&, float) */

void __thiscall
CPathTrack::Project(CPathTrack *this,CPathTrack *param_1,CPathTrack *param_2,Vector *param_3,
                   float param_4)

{
  float fVar1;
  float fVar2;
  float local_18;
  float local_14;
  float local_10;
  
  if ((param_1 != (CPathTrack *)0x0) && (param_2 != (CPathTrack *)0x0)) {
    local_18 = *(float *)(param_2 + 0x39c) - *(float *)(param_1 + 0x39c);
    local_14 = *(float *)(param_2 + 0x3a0) - *(float *)(param_1 + 0x3a0);
    local_10 = *(float *)(param_2 + 0x3a4) - *(float *)(param_1 + 0x3a4);
    VectorNormalize((Vector *)&local_18);
    fVar1 = *(float *)(param_2 + 0x3a4);
    fVar2 = *(float *)(param_2 + 0x39c);
    *(float *)(param_3 + 4) = param_4 * local_14 + *(float *)(param_2 + 0x3a0);
    *(float *)(param_3 + 8) = param_4 * local_10 + fVar1;
    *(float *)param_3 = param_4 * local_18 + fVar2;
    return;
  }
  return;
}

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)