Hermite_Spline
0x00bc08d0 · 287 bytes · __cdecl
_Z14Hermite_SplineRK6VectorS1_S1_S1_fRS_
Decompiled
undefined (6 params)
/* Hermite_Spline(Vector const&, Vector const&, Vector const&, Vector const&, float, Vector&) */
void Hermite_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;
fVar2 = param_5 * param_5;
fVar5 = fVar2 * param_5;
fVar6 = *(float *)param_1;
fVar8 = fVar5 - fVar2;
fVar3 = (param_5 + fVar5) - (fVar2 + fVar2);
fVar1 = ((fVar5 + fVar5) - fVar2 * 3.0) + 1.0;
fVar4 = 1.0 - fVar1;
*(float *)param_6 = fVar6 * fVar1;
fVar2 = *(float *)(param_1 + 4);
*(float *)(param_6 + 4) = fVar2 * fVar1;
fVar5 = *(float *)(param_1 + 8);
*(float *)(param_6 + 8) = fVar1 * fVar5;
fVar7 = *(float *)param_2 * fVar4 + fVar6 * fVar1;
*(float *)param_6 = fVar7;
fVar6 = *(float *)(param_2 + 4) * fVar4 + fVar2 * fVar1;
*(float *)(param_6 + 4) = fVar6;
fVar2 = fVar4 * *(float *)(param_2 + 8) + fVar1 * fVar5;
*(float *)(param_6 + 8) = fVar2;
fVar7 = *(float *)param_3 * fVar3 + fVar7;
*(float *)param_6 = fVar7;
fVar6 = *(float *)(param_3 + 4) * fVar3 + fVar6;
*(float *)(param_6 + 4) = fVar6;
fVar2 = fVar3 * *(float *)(param_3 + 8) + fVar2;
*(float *)(param_6 + 8) = fVar2;
*(float *)param_6 = *(float *)param_4 * fVar8 + fVar7;
*(float *)(param_6 + 4) = *(float *)(param_4 + 4) * fVar8 + fVar6;
*(float *)(param_6 + 8) = fVar8 * *(float *)(param_4 + 8) + fVar2;
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.