L L4D2node

RemapAngleRange

0x00583730 · 237 bytes · __cdecl

_Z15RemapAngleRangefffP27RemapAngleRange_CurvePart_t

Decompiled

undefined (4 params)

/* RemapAngleRange(float, float, float, RemapAngleRange_CurvePart_t*) */

longdouble
RemapAngleRange(float param_1,float param_2,float param_3,RemapAngleRange_CurvePart_t *param_4)

{
  bool bVar1;
  longdouble lVar2;
  float fVar3;
  float fVar4;
  
  lVar2 = (longdouble)AngleNormalize(param_3);
  fVar4 = (float)lVar2;
  fVar3 = ABS(fVar4);
  if (param_1 <= fVar3) {
    if (fVar3 <= param_2) {
      fVar3 = (fVar3 - param_1) / (param_2 - param_1);
      fVar3 = (fVar3 * fVar3 * 3.0 - (fVar3 + fVar3) * fVar3 * fVar3) * param_2;
      bVar1 = fVar4 < 0.0;
      fVar4 = fVar3;
      if (bVar1) {
        fVar4 = -fVar3;
      }
      if (param_4 != (RemapAngleRange_CurvePart_t *)0x0) {
        *(undefined4 *)param_4 = 1;
        return (longdouble)fVar4;
      }
    }
    else if (param_4 != (RemapAngleRange_CurvePart_t *)0x0) {
      *(undefined4 *)param_4 = 2;
      return (longdouble)fVar4;
    }
  }
  else {
    fVar4 = 0.0;
    if (param_4 != (RemapAngleRange_CurvePart_t *)0x0) {
      *(undefined4 *)param_4 = 0;
      fVar4 = 0.0;
    }
  }
  return (longdouble)fVar4;
}

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)