L L4D2node

CParticleCollection::GetControlPointTransformAtTime

0x00bccd60 · 289 bytes · __thiscall

_ZN19CParticleCollection30GetControlPointTransformAtTimeEifP27CParticleSIMDTransformation

Decompiled

undefined (4 params)

/* CParticleCollection::GetControlPointTransformAtTime(int, float, CParticleSIMDTransformation*) */

void __thiscall
CParticleCollection::GetControlPointTransformAtTime
          (CParticleCollection *this,int param_1,float param_2,CParticleSIMDTransformation *param_3)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  GetControlPointAtTime(this,param_1,param_2,(Vector *)&local_28);
  *(undefined4 *)param_3 = local_28;
  *(undefined4 *)(param_3 + 4) = local_28;
  *(undefined4 *)(param_3 + 8) = local_28;
  *(undefined4 *)(param_3 + 0xc) = local_28;
  *(undefined4 *)(param_3 + 0x10) = local_24;
  *(undefined4 *)(param_3 + 0x14) = local_24;
  *(undefined4 *)(param_3 + 0x18) = local_24;
  *(undefined4 *)(param_3 + 0x1c) = local_24;
  *(undefined4 *)(param_3 + 0x20) = local_20;
  *(undefined4 *)(param_3 + 0x24) = local_20;
  *(undefined4 *)(param_3 + 0x28) = local_20;
  *(undefined4 *)(param_3 + 0x2c) = local_20;
  iVar2 = *(int *)(this + 100) + -1;
  if (param_1 < *(int *)(this + 100) + -1) {
    iVar2 = param_1;
  }
  iVar2 = iVar2 * 0x5c + *(int *)(this + 0x68);
  uVar1 = *(undefined4 *)(iVar2 + 0x18);
  *(undefined4 *)(param_3 + 0x30) = uVar1;
  *(undefined4 *)(param_3 + 0x34) = uVar1;
  *(undefined4 *)(param_3 + 0x38) = uVar1;
  *(undefined4 *)(param_3 + 0x3c) = uVar1;
  uVar1 = *(undefined4 *)(iVar2 + 0x1c);
  *(undefined4 *)(param_3 + 0x40) = uVar1;
  *(undefined4 *)(param_3 + 0x44) = uVar1;
  *(undefined4 *)(param_3 + 0x48) = uVar1;
  *(undefined4 *)(param_3 + 0x4c) = uVar1;
  uVar1 = *(undefined4 *)(iVar2 + 0x20);
  *(undefined4 *)(param_3 + 0x50) = uVar1;
  *(undefined4 *)(param_3 + 0x54) = uVar1;
  *(undefined4 *)(param_3 + 0x58) = uVar1;
  *(undefined4 *)(param_3 + 0x5c) = uVar1;
  iVar2 = *(int *)(this + 100) + -1;
  if (param_1 < *(int *)(this + 100) + -1) {
    iVar2 = param_1;
  }
  iVar2 = iVar2 * 0x5c + *(int *)(this + 0x68);
  uVar1 = *(undefined4 *)(iVar2 + 0x24);
  *(undefined4 *)(param_3 + 0x60) = uVar1;
  *(undefined4 *)(param_3 + 100) = uVar1;
  *(undefined4 *)(param_3 + 0x68) = uVar1;
  *(undefined4 *)(param_3 + 0x6c) = uVar1;
  uVar1 = *(undefined4 *)(iVar2 + 0x28);
  *(undefined4 *)(param_3 + 0x70) = uVar1;
  *(undefined4 *)(param_3 + 0x74) = uVar1;
  *(undefined4 *)(param_3 + 0x78) = uVar1;
  *(undefined4 *)(param_3 + 0x7c) = uVar1;
  uVar1 = *(undefined4 *)(iVar2 + 0x2c);
  *(undefined4 *)(param_3 + 0x80) = uVar1;
  *(undefined4 *)(param_3 + 0x84) = uVar1;
  *(undefined4 *)(param_3 + 0x88) = uVar1;
  *(undefined4 *)(param_3 + 0x8c) = uVar1;
  if (*(int *)(this + 100) + -1 <= param_1) {
    param_1 = *(int *)(this + 100) + -1;
  }
  iVar2 = param_1 * 0x5c + *(int *)(this + 0x68);
  uVar1 = *(undefined4 *)(iVar2 + 0x30);
  *(undefined4 *)(param_3 + 0x90) = uVar1;
  *(undefined4 *)(param_3 + 0x94) = uVar1;
  *(undefined4 *)(param_3 + 0x98) = uVar1;
  *(undefined4 *)(param_3 + 0x9c) = uVar1;
  uVar1 = *(undefined4 *)(iVar2 + 0x34);
  *(undefined4 *)(param_3 + 0xa0) = uVar1;
  *(undefined4 *)(param_3 + 0xa4) = uVar1;
  *(undefined4 *)(param_3 + 0xa8) = uVar1;
  *(undefined4 *)(param_3 + 0xac) = uVar1;
  uVar1 = *(undefined4 *)(iVar2 + 0x38);
  *(undefined4 *)(param_3 + 0xb0) = uVar1;
  *(undefined4 *)(param_3 + 0xb4) = uVar1;
  *(undefined4 *)(param_3 + 0xb8) = uVar1;
  *(undefined4 *)(param_3 + 0xbc) = uVar1;
  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)