L L4D2node

Hermite_Spline

0x000a5f00 · 154 bytes · __cdecl

_Z14Hermite_SplineRK6VectorS1_S1_fRS_

Decompiled

undefined (5 params)

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

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

{
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  float local_c;
  float local_8;
  
  local_1c = *(float *)param_2 - *(float *)param_1;
  local_18 = *(float *)(param_2 + 4) - *(float *)(param_1 + 4);
  local_14 = *(float *)(param_2 + 8) - *(float *)(param_1 + 8);
  local_10 = *(float *)param_3 - *(float *)param_2;
  local_c = *(float *)(param_3 + 4) - *(float *)(param_2 + 4);
  local_8 = *(float *)(param_3 + 8) - *(float *)(param_2 + 8);
  Hermite_Spline(param_2,param_3,(Vector *)&local_1c,(Vector *)&local_10,param_4,param_5);
  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)