L L4D2node

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 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)