ComputePointFromBarycentric
0x0058d0d0 · 122 bytes · __cdecl
_Z27ComputePointFromBarycentricRK8Vector2DS1_S1_ffRS_
Decompiled
undefined (6 params)
/* ComputePointFromBarycentric(Vector2D const&, Vector2D const&, Vector2D const&, float, float,
Vector2D&) */
void ComputePointFromBarycentric
(Vector2D *param_1,Vector2D *param_2,Vector2D *param_3,float param_4,float param_5,
Vector2D *param_6)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
fVar1 = *(float *)(param_1 + 4);
fVar2 = *(float *)(param_3 + 4);
fVar3 = *(float *)(param_2 + 4);
fVar4 = *(float *)param_1;
fVar5 = *(float *)param_3;
fVar7 = (*(float *)param_2 - fVar4) * param_4 + fVar4;
*(float *)param_6 = fVar7;
fVar6 = *(float *)(param_1 + 4);
*(float *)param_6 = (fVar5 - fVar4) * param_5 + fVar7;
*(float *)(param_6 + 4) = (fVar2 - fVar1) * param_5 + fVar6 + (fVar3 - fVar1) * param_4;
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.