CParticleCollection::GetControlPointAtTime
0x00bcc960 · 215 bytes · __thiscall
_ZN19CParticleCollection21GetControlPointAtTimeEifP6Vector
Decompiled
undefined (4 params)
/* CParticleCollection::GetControlPointAtTime(int, float, Vector*) */
void __thiscall
CParticleCollection::GetControlPointAtTime
(CParticleCollection *this,int param_1,float param_2,Vector *param_3)
{
float *pfVar1;
undefined4 *puVar2;
float fVar3;
fVar3 = *(float *)(this + 0x34);
if (fVar3 != 0.0) {
if (*(int *)(this + 100) + -1 <= param_1) {
param_1 = *(int *)(this + 100) + -1;
}
fVar3 = (fVar3 - (*(float *)(this + 0x24) - param_2)) / fVar3;
pfVar1 = (float *)(param_1 * 0x5c + *(int *)(this + 0x68));
if (fVar3 <= 0.0) {
fVar3 = 0.0;
}
*(float *)param_3 = (*pfVar1 - pfVar1[3]) * fVar3 + pfVar1[3];
*(float *)(param_3 + 4) = (pfVar1[1] - pfVar1[4]) * fVar3 + pfVar1[4];
*(float *)(param_3 + 8) = (pfVar1[2] - pfVar1[5]) * fVar3 + pfVar1[5];
return;
}
if (*(int *)(this + 100) + -1 <= param_1) {
param_1 = *(int *)(this + 100) + -1;
}
puVar2 = (undefined4 *)(param_1 * 0x5c + *(int *)(this + 0x68));
*(undefined4 *)param_3 = *puVar2;
*(undefined4 *)(param_3 + 4) = puVar2[1];
*(undefined4 *)(param_3 + 8) = puVar2[2];
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.