CPositionInterpolator_Linear::InterpolatePosition
0x00592220 · 97 bytes · __thiscall
_ZN28CPositionInterpolator_Linear19InterpolatePositionEfR6Vector
Decompiled
undefined (3 params)
/* CPositionInterpolator_Linear::InterpolatePosition(float, Vector&) */
void __thiscall
CPositionInterpolator_Linear::InterpolatePosition
(CPositionInterpolator_Linear *this,float param_1,Vector *param_2)
{
float *pfVar1;
pfVar1 = g_KeyFramePtr;
*(float *)param_2 = (g_KeyFramePtr[7] - *g_KeyFramePtr) * param_1 + *g_KeyFramePtr;
*(float *)(param_2 + 4) = (pfVar1[8] - pfVar1[1]) * param_1 + pfVar1[1];
*(float *)(param_2 + 8) = (pfVar1[9] - pfVar1[2]) * param_1 + pfVar1[2];
return;
}
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.