L L4D2node

ComputePointFromBarycentric

0x000c8cf0 · 170 bytes · __cdecl

_Z27ComputePointFromBarycentricRK6VectorS1_S1_ffRS_

Decompiled

undefined (6 params)

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

void ComputePointFromBarycentric
               (Vector *param_1,Vector *param_2,Vector *param_3,float param_4,float param_5,
               Vector *param_6)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  
  fVar1 = *(float *)(param_1 + 4);
  fVar2 = *(float *)(param_3 + 4);
  fVar3 = *(float *)(param_2 + 4);
  fVar4 = *(float *)(param_1 + 8);
  fVar5 = *(float *)(param_2 + 8);
  fVar6 = *(float *)(param_3 + 8);
  fVar7 = *(float *)param_1;
  fVar8 = *(float *)param_3;
  fVar10 = (*(float *)param_2 - fVar7) * param_4 + fVar7;
  *(float *)param_6 = fVar10;
  fVar9 = (fVar3 - fVar1) * param_4 + *(float *)(param_1 + 4);
  *(float *)(param_6 + 4) = fVar9;
  fVar3 = *(float *)(param_1 + 8);
  *(float *)param_6 = (fVar8 - fVar7) * param_5 + fVar10;
  *(float *)(param_6 + 4) = (fVar2 - fVar1) * param_5 + fVar9;
  *(float *)(param_6 + 8) = (fVar6 - fVar4) * param_5 + fVar3 + (fVar5 - fVar4) * param_4;
  return;
}

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)