L L4D2node

IsBoxIntersectingSphere

0x005895d0 · 218 bytes · __cdecl

_Z23IsBoxIntersectingSphereRK6VectorS1_S1_f

Decompiled

undefined (4 params)

/* IsBoxIntersectingSphere(Vector const&, Vector const&, Vector const&, float) */

bool IsBoxIntersectingSphere(Vector *param_1,Vector *param_2,Vector *param_3,float param_4)

{
  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 = *(float *)param_2 - fVar1;
      fVar1 = fVar1 * fVar1;
    }
  }
  else {
    fVar1 = fVar1 - *(float *)param_1;
    fVar1 = fVar1 * fVar1;
  }
  fVar2 = *(float *)(param_3 + 4);
  if (*(float *)(param_1 + 4) <= fVar2) {
    if (*(float *)(param_2 + 4) < fVar2) {
      fVar2 = *(float *)(param_2 + 4) - fVar2;
      fVar3 = *(float *)(param_1 + 8);
      fVar1 = fVar1 + fVar2 * fVar2;
      fVar2 = *(float *)(param_3 + 8);
      if (fVar2 < fVar3) goto LAB_00589678;
      goto LAB_00589624;
    }
  }
  else {
    fVar2 = fVar2 - *(float *)(param_1 + 4);
    fVar1 = fVar1 + fVar2 * fVar2;
  }
  fVar2 = *(float *)(param_3 + 8);
  fVar3 = *(float *)(param_1 + 8);
  if (fVar2 < fVar3) {
LAB_00589678:
    return fVar1 + (fVar2 - fVar3) * (fVar2 - fVar3) < param_4 * param_4;
  }
LAB_00589624:
  if (*(float *)(param_2 + 8) < fVar2) {
    fVar2 = *(float *)(param_2 + 8) - fVar2;
    fVar1 = fVar1 + fVar2 * fVar2;
  }
  return fVar1 < param_4 * param_4;
}

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)