L L4D2node

CSheetSimulator::ComputeControlPoints

0x004af9f0 · 337 bytes · __thiscall

_ZN15CSheetSimulator20ComputeControlPointsEv

Decompiled

undefined (1 param)

/* CSheetSimulator::ComputeControlPoints() */

void __thiscall CSheetSimulator::ComputeControlPoints(CSheetSimulator *this)

{
  float fVar1;
  int iVar2;
  int iVar3;
  float *pfVar4;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  AngleVectors((QAngle *)(this + 0x6c),(Vector *)&local_30,(Vector *)&local_24,(Vector *)&local_18);
  iVar2 = 0;
  iVar3 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      iVar3 = iVar3 + 1;
      pfVar4 = (float *)(*(int *)(this + 0x18) + iVar2);
      *pfVar4 = *(float *)(this + 0x98) + *(float *)(this + 0x60);
      pfVar4[1] = *(float *)(this + 0x9c) + *(float *)(this + 100);
      pfVar4[2] = *(float *)(this + 0xa0) + *(float *)(this + 0x68);
      fVar1 = *(float *)(*(int *)(this + 0x14) + iVar2);
      pfVar4 = (float *)(*(int *)(this + 0x18) + iVar2);
      pfVar4[1] = local_20 * fVar1 + pfVar4[1];
      pfVar4[2] = local_1c * fVar1 + pfVar4[2];
      *pfVar4 = fVar1 * local_24 + *pfVar4;
      fVar1 = *(float *)(*(int *)(this + 0x14) + 8 + iVar2);
      pfVar4 = (float *)(*(int *)(this + 0x18) + iVar2);
      pfVar4[1] = local_14 * fVar1 + pfVar4[1];
      *pfVar4 = fVar1 * local_18 + *pfVar4;
      pfVar4[2] = local_10 * fVar1 + pfVar4[2];
      fVar1 = *(float *)(*(int *)(this + 0x14) + 4 + iVar2);
      pfVar4 = (float *)(*(int *)(this + 0x18) + iVar2);
      iVar2 = iVar2 + 0xc;
      pfVar4[1] = local_2c * fVar1 + pfVar4[1];
      pfVar4[2] = local_28 * fVar1 + pfVar4[2];
      *pfVar4 = fVar1 * local_30 + *pfVar4;
    } while (iVar3 < *(int *)(this + 0x10));
  }
  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)