L L4D2node

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 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)