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 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.