L L4D2node

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 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)