L L4D2node

Kochanek_Bartels_Spline_NormalizeX

0x000a6560 · 137 bytes · __cdecl

_Z34Kochanek_Bartels_Spline_NormalizeXfffRK6VectorS1_S1_S1_fRS_

Decompiled

undefined (9 params)

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

void Kochanek_Bartels_Spline_NormalizeX
               (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)

{
  Vector local_28 [12];
  Vector local_1c [12];
  
  Spline_Normalize(param_4,param_5,param_6,param_7,local_28,local_1c);
  Kochanek_Bartels_Spline(param_1,param_2,param_3,local_28,param_5,param_6,local_1c,param_8,param_9)
  ;
  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)