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 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.