CParticleCollection::CalculatePathValues
0x00bce9c0 · 687 bytes · __thiscall
_ZN19CParticleCollection19CalculatePathValuesERK15CPathParametersfP6VectorS4_S4_
Decompiled
undefined (6 params)
/* CParticleCollection::CalculatePathValues(CPathParameters const&, float, Vector*, Vector*,
Vector*) */
void __thiscall
CParticleCollection::CalculatePathValues
(CParticleCollection *this,CPathParameters *param_1,float param_2,Vector *param_3,
Vector *param_4,Vector *param_5)
{
float fVar1;
float fVar2;
float fVar3;
uint uVar4;
int iVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
float fVar12;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
GetControlPointAtTime(this,*(int *)param_1,param_2,(Vector *)&local_34);
GetControlPointAtTime(this,*(int *)(param_1 + 4),param_2,(Vector *)&local_28);
fVar6 = *(float *)(param_1 + 0x10);
fVar11 = local_28 - local_34;
fVar8 = fVar11 * fVar6 + local_34;
fVar12 = local_24 - local_30;
fVar7 = fVar12 * fVar6 + local_30;
fVar10 = local_20 - local_2c;
fVar6 = fVar6 * fVar10 + local_2c;
if (*(int *)(param_1 + 8) == 0) {
uVar4 = *(uint *)(this + 0x348);
fVar10 = *(float *)(param_1 + 0xc);
fVar11 = fVar10 + fVar10;
fVar8 = (fVar8 - fVar10) + *(float *)(s_pRandomFloats + (uVar4 & 0xfff) * 4) * fVar11;
fVar7 = (fVar7 - fVar10) + *(float *)(s_pRandomFloats + (uVar4 + 1 & 0xfff) * 4) * fVar11;
fVar6 = (fVar6 - fVar10) + fVar11 * *(float *)(s_pRandomFloats + (uVar4 + 2 & 0xfff) * 4);
}
else {
iVar5 = *(int *)param_1;
if (*(int *)(param_1 + 8) == 2) {
iVar5 = *(int *)(param_1 + 4);
}
if (*(int *)(this + 100) + -1 < iVar5) {
iVar5 = *(int *)(this + 100) + -1;
}
iVar5 = iVar5 * 0x5c + *(int *)(this + 0x68);
fVar1 = *(float *)(iVar5 + 0x18);
fVar2 = *(float *)(iVar5 + 0x1c);
fVar3 = *(float *)(iVar5 + 0x20);
fVar9 = SQRT(fVar12 * fVar12 + fVar10 * fVar10 + fVar11 * fVar11);
if (1e-06 < fVar9) {
fVar10 = 1.0 - ABS((fVar12 * fVar2 + fVar11 * fVar1 + fVar10 * fVar3) / fVar9);
}
else {
fVar10 = 0.0;
}
fVar11 = SQRT(fVar2 * fVar2 + fVar1 * fVar1 + fVar3 * fVar3);
if (1e-06 < fVar11) {
fVar11 = (fVar9 * *(float *)(param_1 + 0xc) * fVar10) / fVar11;
fVar8 = fVar8 + fVar1 * fVar11;
fVar7 = fVar7 + fVar2 * fVar11;
fVar6 = fVar6 + fVar11 * fVar3;
}
}
*(float *)param_3 = local_34;
*(float *)(param_3 + 4) = local_30;
*(float *)(param_3 + 8) = local_2c;
*(float *)param_4 = fVar8;
*(float *)(param_4 + 4) = fVar7;
*(float *)(param_4 + 8) = fVar6;
*(float *)param_5 = local_28;
*(float *)(param_5 + 4) = local_24;
*(float *)(param_5 + 8) = local_20;
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.