L L4D2node

Kochanek_Bartels_Spline

0x000a6170 · 1003 bytes · __cdecl

_Z23Kochanek_Bartels_SplinefffRK6VectorS1_S1_S1_fRS_

Decompiled

undefined (9 params)

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

void Kochanek_Bartels_Spline
               (float param_1,float param_2,float param_3,Vector *param_4,Vector *param_5,
               Vector *param_6,Vector *param_7,float param_8,Vector *param_9)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float fVar14;
  float fVar15;
  float fVar16;
  float fVar17;
  float fVar18;
  float fVar19;
  float fVar20;
  
  fVar10 = (param_3 + 1.0) * (1.0 - param_1);
  fVar19 = fVar10 * (param_2 + 1.0);
  fVar10 = fVar10 * (1.0 - param_2);
  fVar11 = (1.0 - param_3) * (1.0 - param_1);
  fVar12 = fVar11 * (param_2 + 1.0);
  fVar11 = fVar11 * (1.0 - param_2);
  *(undefined4 *)param_9 = 0;
  *(undefined4 *)(param_9 + 4) = 0;
  *(undefined4 *)(param_9 + 8) = 0;
  fVar17 = param_8 * param_8 * 0.5;
  fVar14 = fVar17 * param_8;
  fVar8 = param_8 * 0.5;
  fVar1 = *(float *)(param_4 + 8);
  fVar13 = -fVar19 * fVar14;
  fVar9 = (((fVar19 - fVar11) - fVar12) + 4.0) * fVar14;
  fVar2 = *(float *)(param_5 + 8);
  fVar3 = *(float *)param_4;
  fVar4 = *(float *)param_5;
  fVar7 = ((fVar11 + fVar12 + -4.0) - fVar10) * fVar14;
  fVar14 = fVar14 * fVar10;
  fVar5 = *(float *)(param_6 + 8);
  fVar6 = *(float *)param_6;
  fVar16 = *(float *)(param_7 + 8);
  fVar15 = *(float *)(param_4 + 4) * fVar13 + *(float *)(param_7 + 4) * fVar14 +
           *(float *)(param_5 + 4) * fVar9 + *(float *)(param_6 + 4) * fVar7;
  fVar20 = *(float *)param_7;
  *(float *)(param_9 + 4) = fVar15;
  fVar18 = fVar1 * fVar13 + fVar16 * fVar14 + fVar2 * fVar9 + fVar5 * fVar7;
  fVar7 = fVar7 * fVar6 + fVar9 * fVar4 + fVar14 * fVar20 + fVar13 * fVar3;
  fVar13 = (fVar17 + fVar17) * fVar19;
  *(float *)(param_9 + 8) = fVar18;
  *(float *)param_9 = fVar7;
  fVar1 = *(float *)(param_5 + 8);
  fVar2 = *(float *)(param_4 + 8);
  fVar14 = (fVar12 + -6.0 + (fVar11 - fVar19) + (fVar11 - fVar19)) * fVar17;
  fVar3 = *(float *)param_4;
  fVar4 = *(float *)param_5;
  fVar9 = (((fVar10 + 6.0) - fVar12) - (fVar11 + fVar11)) * fVar17;
  fVar5 = *(float *)(param_6 + 8);
  fVar6 = *(float *)param_6;
  fVar17 = fVar17 * -fVar10;
  fVar16 = *(float *)(param_7 + 8);
  fVar20 = *(float *)param_7;
  fVar15 = *(float *)(param_7 + 4) * fVar17 + *(float *)(param_4 + 4) * fVar13 +
           *(float *)(param_6 + 4) * fVar9 + *(float *)(param_5 + 4) * fVar14 + fVar15;
  *(float *)(param_9 + 4) = fVar15;
  fVar18 = fVar16 * fVar17 + fVar2 * fVar13 + fVar5 * fVar9 + fVar1 * fVar14 + fVar18;
  fVar7 = fVar17 * fVar20 + fVar13 * fVar3 + fVar9 * fVar6 + fVar14 * fVar4 + fVar7;
  fVar16 = -fVar19 * fVar8;
  fVar20 = (fVar19 - fVar11) * fVar8;
  *(float *)(param_9 + 8) = fVar18;
  *(float *)param_9 = fVar7;
  fVar1 = *(float *)(param_4 + 8);
  fVar2 = *(float *)(param_5 + 8);
  fVar3 = *(float *)param_5;
  fVar11 = fVar11 * fVar8;
  fVar4 = *(float *)(param_6 + 8);
  fVar15 = fVar16 * *(float *)(param_4 + 4) + *(float *)(param_5 + 4) * fVar20 +
           *(float *)(param_6 + 4) * fVar11 + fVar15;
  fVar5 = *(float *)param_4;
  fVar6 = *(float *)param_6;
  *(float *)(param_9 + 4) = fVar15;
  fVar18 = fVar16 * fVar1 + fVar2 * fVar20 + fVar4 * fVar11 + fVar18;
  *(float *)(param_9 + 8) = fVar18;
  fVar7 = fVar16 * fVar5 + fVar20 * fVar3 + fVar6 * fVar11 + fVar7;
  *(float *)param_9 = fVar7;
  *(float *)param_9 = fVar7 + *(float *)param_5;
  *(float *)(param_9 + 4) = fVar15 + *(float *)(param_5 + 4);
  *(float *)(param_9 + 8) = fVar18 + *(float *)(param_5 + 8);
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)