CParticleCollection::GetControlPointTransformAtCurrentTime
0x00bcca90 · 173 bytes · __thiscall
_ZN19CParticleCollection37GetControlPointTransformAtCurrentTimeEiP11matrix3x4_t
Decompiled
undefined (3 params)
/* CParticleCollection::GetControlPointTransformAtCurrentTime(int, matrix3x4_t*) */
void __thiscall
CParticleCollection::GetControlPointTransformAtCurrentTime
(CParticleCollection *this,int param_1,matrix3x4_t *param_2)
{
uint uVar1;
uint uVar2;
undefined4 uVar3;
undefined4 *puVar4;
if (*(int *)(this + 100) + -1 <= param_1) {
param_1 = *(int *)(this + 100) + -1;
}
puVar4 = (undefined4 *)(param_1 * 0x5c + *(int *)(this + 0x68));
uVar1 = puVar4[0xd];
uVar2 = puVar4[0xe];
uVar3 = puVar4[6];
*(uint *)(param_2 + 4) = puVar4[0xc] ^ 0x80000000;
*(undefined4 *)param_2 = uVar3;
*(undefined4 *)(param_2 + 8) = puVar4[9];
*(undefined4 *)(param_2 + 0xc) = *puVar4;
uVar3 = puVar4[7];
*(uint *)(param_2 + 0x14) = uVar1 ^ 0x80000000;
*(undefined4 *)(param_2 + 0x10) = uVar3;
*(undefined4 *)(param_2 + 0x18) = puVar4[10];
*(undefined4 *)(param_2 + 0x1c) = puVar4[1];
uVar3 = puVar4[8];
*(uint *)(param_2 + 0x24) = uVar2 ^ 0x80000000;
*(undefined4 *)(param_2 + 0x20) = uVar3;
*(undefined4 *)(param_2 + 0x28) = puVar4[0xb];
*(undefined4 *)(param_2 + 0x2c) = puVar4[2];
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.