L L4D2node

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 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)