L L4D2node

IsBoxIntersectingSphereExtents

0x005896c0 · 167 bytes · __cdecl

_Z30IsBoxIntersectingSphereExtentsRK6VectorS1_S1_f

Decompiled

undefined (4 params)

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

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

{
  float fVar1;
  float fVar2;
  
  if (ABS(*(float *)param_3 - *(float *)param_1) <= *(float *)param_2) {
    fVar1 = 0.0;
  }
  else {
    fVar1 = ABS(*(float *)param_3 - *(float *)param_1) - *(float *)param_2;
    fVar1 = fVar1 * fVar1;
  }
  if (*(float *)(param_2 + 4) < ABS(*(float *)(param_3 + 4) - *(float *)(param_1 + 4))) {
    fVar2 = ABS(*(float *)(param_3 + 4) - *(float *)(param_1 + 4)) - *(float *)(param_2 + 4);
    fVar1 = fVar1 + fVar2 * fVar2;
  }
  if (*(float *)(param_2 + 8) < ABS(*(float *)(param_3 + 8) - *(float *)(param_1 + 8))) {
    fVar2 = ABS(*(float *)(param_3 + 8) - *(float *)(param_1 + 8)) - *(float *)(param_2 + 8);
    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)