L L4D2node

BSpline

0x00bc1360 · 681 bytes · __cdecl

_Z7BSplineRK6VectorS1_S1_S1_fRS_

Decompiled

undefined (6 params)

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

void BSpline(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;
  
  *(undefined4 *)param_6 = 0;
  *(undefined4 *)(param_6 + 4) = 0;
  fVar7 = param_5 * param_5 * 0.16666667;
  *(undefined4 *)(param_6 + 8) = 0;
  fVar1 = *(float *)(param_2 + 4);
  fVar2 = *(float *)(param_1 + 8);
  fVar3 = *(float *)(param_1 + 4);
  fVar5 = fVar7 * param_5;
  fVar14 = fVar5 * 3.0;
  fVar10 = -fVar5;
  fVar12 = fVar5 * -3.0;
  fVar13 = *(float *)(param_4 + 8);
  fVar15 = *(float *)(param_2 + 8);
  fVar4 = *(float *)(param_3 + 4);
  fVar6 = *(float *)(param_3 + 8);
  fVar9 = *(float *)(param_4 + 4);
  fVar11 = fVar10 * *(float *)param_1 + fVar14 * *(float *)param_2 + fVar5 * *(float *)param_4 +
           *(float *)param_3 * fVar12;
  *(float *)param_6 = fVar11;
  fVar8 = fVar7 * 3.0;
  fVar7 = fVar7 * -6.0;
  fVar9 = fVar3 * fVar10 + fVar1 * fVar14 + fVar9 * fVar5 + fVar4 * fVar12;
  *(float *)(param_6 + 4) = fVar9;
  fVar6 = fVar13 * fVar5 + fVar2 * fVar10 + fVar15 * fVar14 + fVar6 * fVar12;
  *(float *)(param_6 + 8) = fVar6;
  fVar1 = *(float *)param_2;
  fVar2 = *(float *)param_3;
  fVar3 = *(float *)param_1;
  fVar9 = (*(float *)(param_3 + 4) + *(float *)(param_1 + 4)) * fVar8 +
          *(float *)(param_2 + 4) * fVar7 + fVar9;
  fVar6 = (*(float *)(param_3 + 8) + *(float *)(param_1 + 8)) * fVar8 +
          fVar7 * *(float *)(param_2 + 8) + fVar6;
  fVar13 = param_5 * 0.16666667 * 3.0;
  *(float *)(param_6 + 4) = fVar9;
  fVar15 = param_5 * 0.16666667 * -3.0;
  *(float *)(param_6 + 8) = fVar6;
  fVar11 = (fVar2 + fVar3) * fVar8 + fVar7 * fVar1 + fVar11;
  *(float *)param_6 = fVar11;
  fVar1 = *(float *)(param_1 + 4);
  fVar2 = *(float *)(param_3 + 4);
  fVar6 = *(float *)(param_3 + 8) * fVar13 + *(float *)(param_1 + 8) * fVar15 + fVar6;
  fVar11 = fVar13 * *(float *)param_3 + fVar15 * *(float *)param_1 + fVar11;
  *(float *)param_6 = fVar11;
  *(float *)(param_6 + 8) = fVar6;
  fVar9 = fVar2 * fVar13 + fVar1 * fVar15 + fVar9;
  *(float *)(param_6 + 4) = fVar9;
  fVar1 = *(float *)param_3;
  fVar2 = *(float *)param_1;
  fVar3 = *(float *)(param_2 + 4);
  fVar13 = *(float *)(param_3 + 4);
  fVar15 = *(float *)(param_1 + 4);
  fVar4 = *(float *)param_2;
  *(float *)(param_6 + 8) =
       (*(float *)(param_3 + 8) + *(float *)(param_1 + 8)) * 0.16666667 +
       *(float *)(param_2 + 8) * 0.6666667 + fVar6;
  *(float *)(param_6 + 4) = (fVar13 + fVar15) * 0.16666667 + fVar3 * 0.6666667 + fVar9;
  *(float *)param_6 = (fVar1 + fVar2) * 0.16666667 + fVar4 * 0.6666667 + fVar11;
  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)