CNavArea::GetDistanceSquaredToPoint
0x006fca60 · 380 bytes · __thiscall
_ZNK8CNavArea25GetDistanceSquaredToPointERK6Vector
Decompiled
undefined (2 params)
/* CNavArea::GetDistanceSquaredToPoint(Vector const&) const */
longdouble __thiscall CNavArea::GetDistanceSquaredToPoint(CNavArea *this,Vector *param_1)
{
float fVar1;
float fVar2;
float fVar3;
longdouble lVar4;
float fVar5;
float fVar6;
fVar1 = *(float *)(this + 4);
fVar2 = *(float *)param_1;
if (fVar1 <= fVar2) {
fVar1 = *(float *)(this + 0x10);
if (fVar1 < fVar2) {
fVar5 = *(float *)(param_1 + 4);
fVar3 = *(float *)(this + 8);
if (fVar5 < fVar3) {
fVar6 = *(float *)(this + 0x24);
}
else {
fVar3 = *(float *)(this + 0x14);
if (fVar5 <= fVar3) {
fVar5 = (fVar2 - fVar1) * (fVar2 - fVar1);
goto LAB_006fcaa4;
}
fVar6 = *(float *)(this + 0x18);
}
return (longdouble)
((fVar3 - fVar5) * (fVar3 - fVar5) + (fVar1 - fVar2) * (fVar1 - fVar2) +
(fVar6 - *(float *)(param_1 + 8)) * (fVar6 - *(float *)(param_1 + 8)));
}
fVar5 = *(float *)(param_1 + 4);
if (fVar5 < *(float *)(this + 8)) {
fVar5 = *(float *)(this + 8) - fVar5;
fVar5 = fVar5 * fVar5;
goto LAB_006fcaa4;
}
if (*(float *)(this + 0x14) < fVar5) {
fVar5 = fVar5 - *(float *)(this + 0x14);
fVar5 = fVar5 * fVar5;
goto LAB_006fcaa4;
}
lVar4 = (longdouble)GetZ(this,fVar2,fVar5);
fVar5 = (float)lVar4 - *(float *)(param_1 + 8);
}
else {
fVar3 = *(float *)(param_1 + 4);
fVar6 = *(float *)(this + 8);
if (fVar3 < fVar6) {
fVar5 = *(float *)(this + 0xc);
LAB_006fcb80:
return (longdouble)
((fVar5 - *(float *)(param_1 + 8)) * (fVar5 - *(float *)(param_1 + 8)) +
(fVar1 - fVar2) * (fVar1 - fVar2) + (fVar6 - fVar3) * (fVar6 - fVar3));
}
fVar6 = *(float *)(this + 0x14);
fVar5 = fVar1 - fVar2;
if (fVar6 < fVar3) {
fVar5 = *(float *)(this + 0x28);
goto LAB_006fcb80;
}
}
fVar5 = fVar5 * fVar5;
LAB_006fcaa4:
return (longdouble)fVar5;
}
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.