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 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.