L L4D2node

CalcClosestPointOnAABB

0x00bc2320 · 100 bytes · __cdecl

_Z22CalcClosestPointOnAABBRK6VectorS1_S1_RS_

Decompiled

undefined (4 params)

/* CalcClosestPointOnAABB(Vector const&, Vector const&, Vector const&, Vector&) */

void CalcClosestPointOnAABB(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  float fVar1;
  float fVar2;
  
  fVar1 = *(float *)param_3;
  fVar2 = *(float *)param_2;
  if ((fVar1 <= *(float *)param_2) && (fVar2 = fVar1, fVar1 <= *(float *)param_1)) {
    fVar2 = *(float *)param_1;
  }
  *(float *)param_4 = fVar2;
  fVar1 = *(float *)(param_3 + 4);
  fVar2 = *(float *)(param_2 + 4);
  if ((fVar1 <= *(float *)(param_2 + 4)) &&
     (fVar2 = *(float *)(param_1 + 4), *(float *)(param_1 + 4) <= fVar1)) {
    fVar2 = fVar1;
  }
  *(float *)(param_4 + 4) = fVar2;
  fVar1 = *(float *)(param_3 + 8);
  fVar2 = *(float *)(param_2 + 8);
  if ((fVar1 <= *(float *)(param_2 + 8)) && (fVar2 = fVar1, fVar1 <= *(float *)(param_1 + 8))) {
    fVar2 = *(float *)(param_1 + 8);
  }
  *(float *)(param_4 + 8) = fVar2;
  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)