CPositionInterpolator_Rope::ProcessKey
0x005926a0 · 220 bytes · __thiscall
_ZN26CPositionInterpolator_Rope10ProcessKeyEPKcS1_
Decompiled
undefined (3 params)
/* CPositionInterpolator_Rope::ProcessKey(char const*, char const*) */
undefined4 __thiscall
CPositionInterpolator_Rope::ProcessKey(CPositionInterpolator_Rope *this,char *param_1,char *param_2)
{
int iVar1;
long lVar2;
double dVar3;
iVar1 = _V_stricmp(param_1,"Slack");
if (iVar1 == 0) {
dVar3 = strtod(param_2,(char **)0x0);
this[0x22c] = (CPositionInterpolator_Rope)0x1;
*(float *)(this + 0x228) = (float)(dVar3 - 100.0);
return 1;
}
iVar1 = _V_stricmp(param_1,"Type");
if (iVar1 != 0) {
return 0;
}
lVar2 = strtol(param_2,(char **)0x0,10);
if (lVar2 == 0) {
*(undefined4 *)(this + 0x230) = 10;
}
else {
*(uint *)(this + 0x230) = (uint)(lVar2 == 1) * 2 + 2;
}
this[0x22c] = (CPositionInterpolator_Rope)0x1;
return 1;
}
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.