L L4D2node

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 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)