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 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.