L L4D2node

Parabolic_Spline

0x00277c60 · 379 bytes · __cdecl

_Z16Parabolic_SplineRK6VectorS1_S1_S1_fRS_

Decompiled

undefined (6 params)

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

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

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  
  *(undefined4 *)param_6 = 0;
  fVar4 = param_5 * param_5 * 0.5;
  *(undefined4 *)(param_6 + 4) = 0;
  *(undefined4 *)(param_6 + 8) = 0;
  fVar8 = fVar4 * -2.0;
  fVar1 = *(float *)param_2;
  fVar2 = *(float *)param_3;
  fVar6 = (*(float *)(param_3 + 4) + *(float *)(param_1 + 4)) * fVar4 +
          *(float *)(param_2 + 4) * fVar8;
  fVar3 = *(float *)param_1;
  fVar5 = (*(float *)(param_3 + 8) + *(float *)(param_1 + 8)) * fVar4 +
          *(float *)(param_2 + 8) * fVar8;
  *(float *)(param_6 + 4) = fVar6;
  *(float *)(param_6 + 8) = fVar5;
  fVar7 = param_5 * -1.0;
  fVar8 = fVar8 * fVar1 + (fVar2 + fVar3) * fVar4;
  *(float *)param_6 = fVar8;
  fVar1 = *(float *)(param_1 + 4);
  fVar2 = *(float *)(param_1 + 8);
  fVar3 = *(float *)(param_2 + 8);
  fVar4 = *(float *)(param_2 + 4);
  fVar8 = fVar7 * *(float *)param_1 + param_5 * *(float *)param_2 + fVar8;
  *(float *)param_6 = fVar8;
  fVar6 = fVar1 * fVar7 + fVar4 * param_5 + fVar6;
  fVar5 = fVar2 * fVar7 + fVar3 * param_5 + fVar5;
  *(float *)(param_6 + 4) = fVar6;
  *(float *)(param_6 + 8) = fVar5;
  fVar1 = *(float *)(param_1 + 8);
  fVar2 = *(float *)param_2;
  fVar3 = *(float *)(param_2 + 8);
  fVar4 = *(float *)param_1;
  *(float *)(param_6 + 4) = *(float *)(param_2 + 4) * 0.5 + *(float *)(param_1 + 4) * 0.5 + fVar6;
  *(float *)(param_6 + 8) = fVar3 * 0.5 + fVar1 * 0.5 + fVar5;
  *(float *)param_6 = fVar2 * 0.5 + fVar4 * 0.5 + fVar8;
  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)