L L4D2node

Catmull_Rom_Spline

0x00bbfd20 · 676 bytes · __cdecl

_Z18Catmull_Rom_SplineRK6VectorS1_S1_S1_fRS_

Decompiled

undefined (6 params)

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

void Catmull_Rom_Spline(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,
                       float param_5,Vector *param_6)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float fVar14;
  float fVar15;
  float fVar16;
  
  fVar6 = param_5 * param_5;
  fVar8 = param_5 * 0.5;
  fVar13 = fVar6 * 0.5;
  fVar5 = fVar13 * param_5;
  *(undefined4 *)param_6 = 0;
  *(undefined4 *)(param_6 + 4) = 0;
  *(undefined4 *)(param_6 + 8) = 0;
  fVar1 = *(float *)(param_2 + 4);
  fVar14 = fVar5 * 3.0;
  fVar10 = -fVar5;
  fVar2 = *(float *)(param_3 + 4);
  fVar3 = *(float *)(param_1 + 4);
  fVar4 = *(float *)(param_1 + 8);
  fVar7 = *(float *)(param_2 + 8);
  fVar16 = fVar5 * -3.0;
  fVar12 = *(float *)(param_3 + 8);
  fVar9 = *(float *)(param_4 + 4);
  fVar15 = *(float *)(param_4 + 8);
  fVar11 = fVar10 * *(float *)param_1 + fVar14 * *(float *)param_2 + fVar5 * *(float *)param_4 +
           fVar16 * *(float *)param_3;
  *(float *)param_6 = fVar11;
  fVar9 = fVar10 * fVar3 + fVar1 * fVar14 + fVar9 * fVar5 + fVar2 * fVar16;
  fVar7 = fVar10 * fVar4 + fVar7 * fVar14 + fVar15 * fVar5 + fVar12 * fVar16;
  *(float *)(param_6 + 4) = fVar9;
  fVar5 = fVar13 * -5.0;
  *(float *)(param_6 + 8) = fVar7;
  fVar1 = *(float *)(param_1 + 8);
  fVar15 = fVar13 * 4.0;
  fVar13 = -fVar13;
  fVar2 = *(float *)(param_2 + 8);
  fVar3 = *(float *)(param_3 + 8);
  fVar4 = *(float *)(param_4 + 8);
  fVar9 = fVar5 * *(float *)(param_2 + 4) + *(float *)(param_3 + 4) * fVar15 +
          *(float *)(param_1 + 4) * fVar6 + *(float *)(param_4 + 4) * fVar13 + fVar9;
  fVar11 = fVar5 * *(float *)param_2 + fVar15 * *(float *)param_3 + fVar6 * *(float *)param_1 +
           fVar13 * *(float *)param_4 + fVar11;
  *(float *)param_6 = fVar11;
  *(float *)(param_6 + 4) = fVar9;
  fVar12 = -fVar8;
  fVar7 = fVar5 * fVar2 + fVar3 * fVar15 + fVar1 * fVar6 + fVar4 * fVar13 + fVar7;
  *(float *)(param_6 + 8) = fVar7;
  fVar9 = *(float *)(param_1 + 4) * fVar12 + *(float *)(param_3 + 4) * fVar8 + fVar9;
  fVar11 = fVar12 * *(float *)param_1 + fVar8 * *(float *)param_3 + fVar11;
  fVar7 = *(float *)(param_1 + 8) * fVar12 + fVar8 * *(float *)(param_3 + 8) + fVar7;
  *(float *)(param_6 + 4) = fVar9;
  *(float *)param_6 = fVar11;
  *(float *)(param_6 + 8) = fVar7;
  *(float *)param_6 = fVar11 + *(float *)param_2;
  *(float *)(param_6 + 4) = fVar9 + *(float *)(param_2 + 4);
  *(float *)(param_6 + 8) = fVar7 + *(float *)(param_2 + 8);
  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.



        

        

          

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