L L4D2node

Interpolator_CurveTypeForName

0x00591770 · 197 bytes · __cdecl

_Z29Interpolator_CurveTypeForNamePKc

Decompiled

undefined (1 param)

/* Interpolator_CurveTypeForName(char const*) */

uint Interpolator_CurveTypeForName(char *param_1)

{
  undefined1 uVar1;
  int iVar2;
  int iVar3;
  undefined1 *puVar4;
  uint uVar5;
  uint uVar6;
  char *pcVar7;
  int in_GS_OFFSET;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_a0,param_1,0x80);
  iVar2 = _V_strlen("curve_");
  iVar3 = V_strnicmp(local_a0,"curve_",iVar2);
  uVar6 = 0;
  if (iVar3 == 0) {
    pcVar7 = local_a0 + iVar2;
    puVar4 = (undefined1 *)V_stristr(pcVar7,"_to_curve_");
    uVar1 = *puVar4;
    *puVar4 = 0;
    uVar6 = Interpolator_InterpolatorForName(pcVar7);
    *puVar4 = uVar1;
    iVar2 = _V_strlen("_to_curve_");
    uVar5 = Interpolator_InterpolatorForName(puVar4 + iVar2);
    uVar6 = (uVar6 & 0xff) << 8 | uVar5 & 0xff;
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar6;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)