L L4D2node

CCurveData::UpdateIntensityArea

0x00bae020 · 540 bytes · __thiscall

_ZN10CCurveData19UpdateIntensityAreaEP18ICurveDataAccessor

Decompiled

undefined (2 params)

/* CCurveData::UpdateIntensityArea(ICurveDataAccessor*) */

void __thiscall CCurveData::UpdateIntensityArea(CCurveData *this,ICurveDataAccessor *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  int iVar5;
  int iVar6;
  float fVar7;
  bool local_59;
  float local_58;
  undefined4 local_54;
  undefined4 local_50;
  float local_4c;
  undefined4 local_48;
  undefined4 local_44;
  float local_40;
  undefined4 local_3c;
  undefined4 local_38;
  Vector local_34 [4];
  float local_30;
  float local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar1 = *(int *)(this + 0xc);
  if ((0 < iVar1) && (iVar6 = iVar1 + 2, *(int *)(this + 0x30) != iVar6)) {
    *(undefined4 *)(this + 0x30) = 0;
    CUtlVector<float,CUtlMemory<float,int>>::GrowVector
              ((CUtlVector<float,CUtlMemory<float,int>> *)(this + 0x24),iVar6);
    if (0 < *(int *)(this + 0x30) - iVar6) {
      _V_memmove((void *)((int)*(void **)(this + 0x24) + iVar6 * 4),*(void **)(this + 0x24),
                 (*(int *)(this + 0x30) - iVar6) * 4);
    }
    puVar2 = (undefined4 *)GetBoundedSample(this,param_1,-2,&local_59);
    puVar3 = (undefined4 *)GetBoundedSample(this,param_1,-1,&local_59);
    puVar4 = (undefined4 *)GetBoundedSample(this,param_1,0,&local_59);
    local_54 = *puVar2;
    local_58 = (float)puVar2[1];
    local_50 = 0;
    local_4c = (float)puVar3[1];
    local_48 = *puVar3;
    local_44 = 0;
    iVar6 = -1;
    local_3c = *puVar4;
    local_40 = (float)puVar4[1];
    local_38 = 0;
    do {
      iVar5 = iVar6 + 2;
      if (iVar1 <= iVar6 + 2) {
        iVar5 = iVar1;
      }
      iVar6 = iVar6 + 1;
      puVar2 = (undefined4 *)GetBoundedSample(this,param_1,iVar5,&local_59);
      local_24 = *puVar2;
      local_28 = (float)puVar2[1];
      local_20 = 0;
      Catmull_Rom_Spline_Integral_Normalize
                ((Vector *)&local_58,(Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_28,1.0
                 ,local_34);
      fVar7 = 0.0;
      if (0.0 <= local_30) {
        fVar7 = local_30;
      }
      if (1.0 <= fVar7) {
        fVar7 = 1.0;
      }
      *(float *)(*(int *)(this + 0x24) + iVar6 * 4) = (local_40 - local_4c) * fVar7;
      local_58 = local_4c;
      local_54 = local_48;
      local_50 = local_44;
      local_4c = local_40;
      local_48 = local_3c;
      local_44 = local_38;
      local_40 = local_28;
      local_3c = local_24;
      local_38 = local_20;
    } while (iVar6 != iVar1);
  }
  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)