L L4D2node

CalcSqrDistanceToAABB

0x00278820 · 209 bytes · __cdecl

_Z21CalcSqrDistanceToAABBRK6VectorS1_S1_

Decompiled

undefined (3 params)

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

longdouble CalcSqrDistanceToAABB(Vector *param_1,Vector *param_2,Vector *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  
  fVar1 = *(float *)param_3;
  if (*(float *)param_1 <= fVar1) {
    if (fVar1 <= *(float *)param_2) {
      fVar1 = 0.0;
    }
    else {
      fVar1 = fVar1 - *(float *)param_2;
      fVar1 = fVar1 * fVar1;
    }
  }
  else {
    fVar1 = *(float *)param_1 - fVar1;
    fVar1 = fVar1 * fVar1;
  }
  fVar2 = *(float *)(param_3 + 4);
  if (*(float *)(param_1 + 4) <= fVar2) {
    if (*(float *)(param_2 + 4) < fVar2) {
      fVar2 = fVar2 - *(float *)(param_2 + 4);
      fVar3 = *(float *)(param_1 + 8);
      fVar1 = fVar1 + fVar2 * fVar2;
      fVar2 = *(float *)(param_3 + 8);
      if (fVar2 < fVar3) goto LAB_002788bd;
      goto LAB_00278875;
    }
  }
  else {
    fVar2 = *(float *)(param_1 + 4) - fVar2;
    fVar1 = fVar1 + fVar2 * fVar2;
  }
  fVar2 = *(float *)(param_3 + 8);
  fVar3 = *(float *)(param_1 + 8);
  if (fVar2 < fVar3) {
LAB_002788bd:
    return (longdouble)(fVar1 + (fVar3 - fVar2) * (fVar3 - fVar2));
  }
LAB_00278875:
  if (*(float *)(param_2 + 8) < fVar2) {
    fVar2 = fVar2 - *(float *)(param_2 + 8);
    fVar1 = fVar1 + fVar2 * fVar2;
  }
  return (longdouble)fVar1;
}

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)