L L4D2node

Parabolic_Spline_NormalizeX

0x00277de0 · 104 bytes · __cdecl

_Z27Parabolic_Spline_NormalizeXRK6VectorS1_S1_S1_fRS_

Decompiled

undefined (6 params)

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

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

{
  Vector local_28 [12];
  Vector local_1c [12];
  
  Spline_Normalize(param_1,param_2,param_3,param_4,local_28,local_1c);
  Parabolic_Spline(local_28,param_2,param_3,local_1c,param_5,param_6);
  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)