L L4D2node

Cubic_Spline

0x00bc11e0 · 271 bytes · __cdecl

_Z12Cubic_SplineRK6VectorS1_S1_S1_fRS_

Decompiled

undefined (6 params)

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

void Cubic_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;
  
  fVar4 = param_5 * param_5;
  *(undefined4 *)param_6 = 0;
  *(undefined4 *)(param_6 + 4) = 0;
  fVar7 = param_5 * fVar4;
  *(undefined4 *)(param_6 + 8) = 0;
  fVar9 = fVar4 * -3.0;
  fVar3 = fVar7 + fVar7;
  fVar7 = fVar7 * -2.0;
  fVar4 = fVar4 * 3.0;
  fVar6 = *(float *)(param_3 + 4) * fVar7 + *(float *)(param_2 + 4) * fVar3;
  fVar5 = *(float *)(param_3 + 8) * fVar7 + *(float *)(param_2 + 8) * fVar3;
  fVar8 = fVar7 * *(float *)param_3 + fVar3 * *(float *)param_2;
  *(float *)(param_6 + 4) = fVar6;
  *(float *)(param_6 + 8) = fVar5;
  *(float *)param_6 = fVar8;
  fVar3 = *(float *)(param_2 + 4);
  fVar7 = *(float *)param_2;
  fVar1 = *(float *)(param_3 + 4);
  fVar2 = *(float *)param_3;
  fVar5 = *(float *)(param_3 + 8) * fVar4 + *(float *)(param_2 + 8) * fVar9 + fVar5;
  *(float *)(param_6 + 8) = fVar5;
  fVar6 = fVar1 * fVar4 + fVar3 * fVar9 + fVar6;
  fVar8 = fVar4 * fVar2 + fVar9 * fVar7 + fVar8;
  *(float *)(param_6 + 4) = fVar6;
  *(float *)param_6 = fVar8;
  *(float *)param_6 = fVar8 + *(float *)param_2;
  *(float *)(param_6 + 4) = fVar6 + *(float *)(param_2 + 4);
  *(float *)(param_6 + 8) = fVar5 + *(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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)