UTIL_PointOnLineNearestPoint
0x00b2eb20 · 351 bytes · __cdecl
_Z28UTIL_PointOnLineNearestPointRK6VectorS1_S1_b
Decompiled
undefined (4 params)
/* UTIL_PointOnLineNearestPoint(Vector const&, Vector const&, Vector const&, bool) */
Vector * UTIL_PointOnLineNearestPoint(Vector *param_1,Vector *param_2,Vector *param_3,bool param_4)
{
longdouble lVar1;
uint uVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
undefined3 in_stack_00000011;
char in_stack_00000014;
float local_28;
float local_24;
float local_20;
fVar4 = *_param_4 - *(float *)param_2;
local_28 = *(float *)param_3 - *(float *)param_2;
local_24 = *(float *)(param_3 + 4) - *(float *)(param_2 + 4);
fVar5 = _param_4[1] - *(float *)(param_2 + 4);
local_20 = *(float *)(param_3 + 8) - *(float *)(param_2 + 8);
fVar3 = _param_4[2] - *(float *)(param_2 + 8);
fVar6 = SQRT(fVar5 * fVar5 + fVar3 * fVar3 + fVar4 * fVar4);
fVar6 = ((local_24 * fVar5 + local_28 * fVar4 + local_20 * fVar3) /
(SQRT(local_24 * local_24 + local_28 * local_28 + local_20 * local_20) * fVar6)) * fVar6;
lVar1 = (longdouble)VectorNormalize((Vector *)&local_28);
if (in_stack_00000014 != '\0') {
fVar3 = 0.0;
if (0.0 <= fVar6) {
fVar3 = fVar6;
}
uVar2 = -(uint)(fVar6 <= (float)lVar1);
fVar6 = (float)(~uVar2 & (uint)(float)lVar1 | (uint)fVar3 & uVar2);
}
fVar3 = *(float *)(param_2 + 8);
fVar4 = *(float *)param_2;
*(float *)(param_1 + 4) = local_24 * fVar6 + *(float *)(param_2 + 4);
*(float *)(param_1 + 8) = local_20 * fVar6 + fVar3;
*(float *)param_1 = fVar6 * local_28 + fVar4;
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.