L L4D2node

CPositionInterpolator_Rope::SetKeyPosition

0x00592790 · 110 bytes · __thiscall

_ZN26CPositionInterpolator_Rope14SetKeyPositionEiRK6Vector

Decompiled

undefined (3 params)

/* CPositionInterpolator_Rope::SetKeyPosition(int, Vector const&) */

void __thiscall
CPositionInterpolator_Rope::SetKeyPosition
          (CPositionInterpolator_Rope *this,int param_1,Vector *param_2)

{
  int iVar1;
  float fVar2;
  
  if ((uint)param_1 < 2) {
    iVar1 = param_1 * 0xc;
    fVar2 = *(float *)(this + iVar1 + 0x210);
    if (((fVar2 != *(float *)param_2) ||
        (*(float *)(this + iVar1 + 0x214) != *(float *)(param_2 + 4))) ||
       (*(float *)(this + iVar1 + 0x218) != *(float *)(param_2 + 8))) {
      this[0x22c] = (CPositionInterpolator_Rope)0x1;
      fVar2 = *(float *)param_2;
    }
    *(float *)(this + iVar1 + 0x210) = fVar2;
    *(undefined4 *)(this + iVar1 + 0x214) = *(undefined4 *)(param_2 + 4);
    *(undefined4 *)(this + iVar1 + 0x218) = *(undefined4 *)(param_2 + 8);
    return;
  }
  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)