Spline_Normalize
0x002761d0 · 290 bytes · __cdecl
_Z16Spline_NormalizeRK6VectorS1_S1_S1_RS_S2_
Decompiled
undefined (6 params)
/* Spline_Normalize(Vector const&, Vector const&, Vector const&, Vector const&, Vector&, Vector&) */
void Spline_Normalize(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,
Vector *param_5,Vector *param_6)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
fVar2 = *(float *)param_3 - *(float *)param_2;
*(undefined4 *)param_5 = *(undefined4 *)param_1;
*(undefined4 *)(param_5 + 4) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(param_5 + 8) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)param_6 = *(undefined4 *)param_4;
*(undefined4 *)(param_6 + 4) = *(undefined4 *)(param_4 + 4);
*(undefined4 *)(param_6 + 8) = *(undefined4 *)(param_4 + 8);
if (fVar2 != 0.0) {
fVar1 = *(float *)param_1;
fVar3 = *(float *)param_2;
if (fVar1 != fVar3) {
fVar4 = fVar2 / (fVar3 - fVar1);
*(float *)param_5 = (fVar1 - fVar3) * fVar4 + fVar3;
*(float *)(param_5 + 4) =
(*(float *)(param_1 + 4) - *(float *)(param_2 + 4)) * fVar4 + *(float *)(param_2 + 4);
*(float *)(param_5 + 8) =
(*(float *)(param_1 + 8) - *(float *)(param_2 + 8)) * fVar4 + *(float *)(param_2 + 8);
}
fVar1 = *(float *)param_3;
if (*(float *)param_4 != fVar1) {
fVar3 = *(float *)param_4 - fVar1;
fVar2 = fVar2 / fVar3;
*(float *)param_6 = fVar3 * fVar2 + fVar1;
*(float *)(param_6 + 4) =
(*(float *)(param_4 + 4) - *(float *)(param_3 + 4)) * fVar2 + *(float *)(param_3 + 4);
*(float *)(param_6 + 8) =
(*(float *)(param_4 + 8) - *(float *)(param_3 + 8)) * fVar2 + *(float *)(param_3 + 8);
}
}
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.