CSentence::GetBoundedSample
0x000dd960 · 89 bytes · __thiscall
_ZN9CSentence16GetBoundedSampleEif
Decompiled
undefined (3 params)
/* CSentence::GetBoundedSample(int, float) */
undefined1 * __thiscall CSentence::GetBoundedSample(CSentence *this,int param_1,float param_2)
{
GetBoundedSample(int,float)::nullstart._0_4_ = 0;
GetBoundedSample(int,float)::nullstart._4_4_ = 0x3f000000;
GetBoundedSample(int,float)::nullend._4_4_ = 0x3f000000;
GetBoundedSample(int,float)::nullend._0_4_ = param_2;
if (param_1 < 0) {
return GetBoundedSample(int,float)::nullstart;
}
if (param_1 < *(int *)(this + 0x3c)) {
return (undefined1 *)(*(int *)(this + 0x30) + param_1 * 0xc);
}
return GetBoundedSample(int,float)::nullend;
}
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.