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 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.