CalcSqrDistAndClosestPointOnAABB
0x000a77a0 · 120 bytes · __cdecl
_Z32CalcSqrDistAndClosestPointOnAABBRK6VectorS1_S1_RS_Rf
Decompiled
undefined (5 params)
/* CalcSqrDistAndClosestPointOnAABB(Vector const&, Vector const&, Vector const&, Vector&, float&) */
void CalcSqrDistAndClosestPointOnAABB
(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,float *param_5)
{
float fVar1;
float fVar2;
int iVar3;
iVar3 = 0;
*param_5 = 0.0;
do {
fVar1 = *(float *)(param_3 + iVar3 * 4);
fVar2 = *(float *)(param_1 + iVar3 * 4);
if (fVar2 <= fVar1) {
fVar2 = *(float *)(param_2 + iVar3 * 4);
if (fVar1 <= fVar2) {
*(float *)(param_4 + iVar3 * 4) = fVar1;
}
else {
*(float *)(param_4 + iVar3 * 4) = fVar2;
*param_5 = (fVar2 - *(float *)(param_2 + iVar3 * 4)) *
(fVar2 - *(float *)(param_2 + iVar3 * 4)) + *param_5;
}
}
else {
*(float *)(param_4 + iVar3 * 4) = fVar2;
*param_5 = (fVar2 - *(float *)(param_1 + iVar3 * 4)) *
(fVar2 - *(float *)(param_1 + iVar3 * 4)) + *param_5;
}
iVar3 = iVar3 + 1;
} while (iVar3 != 3);
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.