Parabolic_Spline
0x00bc1680 · 379 bytes · __cdecl
_Z16Parabolic_SplineRK6VectorS1_S1_S1_fRS_
Decompiled
undefined (6 params)
/* Parabolic_Spline(Vector const&, Vector const&, Vector const&, Vector const&, float, Vector&) */
void Parabolic_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;
*(undefined4 *)param_6 = 0;
fVar4 = param_5 * param_5 * 0.5;
*(undefined4 *)(param_6 + 4) = 0;
*(undefined4 *)(param_6 + 8) = 0;
fVar8 = fVar4 * -2.0;
fVar1 = *(float *)param_2;
fVar2 = *(float *)param_3;
fVar6 = (*(float *)(param_3 + 4) + *(float *)(param_1 + 4)) * fVar4 +
*(float *)(param_2 + 4) * fVar8;
fVar3 = *(float *)param_1;
fVar5 = (*(float *)(param_3 + 8) + *(float *)(param_1 + 8)) * fVar4 +
*(float *)(param_2 + 8) * fVar8;
*(float *)(param_6 + 4) = fVar6;
*(float *)(param_6 + 8) = fVar5;
fVar7 = param_5 * -1.0;
fVar8 = fVar8 * fVar1 + (fVar2 + fVar3) * fVar4;
*(float *)param_6 = fVar8;
fVar1 = *(float *)(param_1 + 4);
fVar2 = *(float *)(param_1 + 8);
fVar3 = *(float *)(param_2 + 8);
fVar4 = *(float *)(param_2 + 4);
fVar8 = fVar7 * *(float *)param_1 + param_5 * *(float *)param_2 + fVar8;
*(float *)param_6 = fVar8;
fVar6 = fVar1 * fVar7 + fVar4 * param_5 + fVar6;
fVar5 = fVar2 * fVar7 + fVar3 * param_5 + fVar5;
*(float *)(param_6 + 4) = fVar6;
*(float *)(param_6 + 8) = fVar5;
fVar1 = *(float *)(param_1 + 8);
fVar2 = *(float *)param_2;
fVar3 = *(float *)(param_2 + 8);
fVar4 = *(float *)param_1;
*(float *)(param_6 + 4) = *(float *)(param_2 + 4) * 0.5 + *(float *)(param_1 + 4) * 0.5 + fVar6;
*(float *)(param_6 + 8) = fVar3 * 0.5 + fVar1 * 0.5 + fVar5;
*(float *)param_6 = fVar2 * 0.5 + fVar4 * 0.5 + fVar8;
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.