Interpolator_NameForCurveType
0x00591840 · 187 bytes · __cdecl
_Z29Interpolator_NameForCurveTypeib
Decompiled
undefined (2 params)
/* Interpolator_NameForCurveType(int, bool) */
undefined1 * Interpolator_NameForCurveType(int param_1,bool param_2)
{
undefined4 uVar1;
undefined4 uVar2;
uint uVar3;
uVar3 = (uint)param_1 >> 8 & 0xff;
if (param_2) {
uVar1 = Interpolator_NameForInterpolator(param_1 & 0xffU,true);
uVar2 = Interpolator_NameForInterpolator(uVar3,true);
V_snprintf(Interpolator_NameForCurveType(int,bool)::outname,0x100,"%s <-> %s",uVar2,uVar1);
return Interpolator_NameForCurveType(int,bool)::outname;
}
uVar1 = Interpolator_NameForInterpolator(param_1 & 0xffU,false);
uVar2 = Interpolator_NameForInterpolator(uVar3,false);
V_snprintf(Interpolator_NameForCurveType(int,bool)::outname,0x100,"curve_%s_to_curve_%s",uVar2,
uVar1);
return Interpolator_NameForCurveType(int,bool)::outname;
}
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.