L L4D2node

Motion_GetRotationInterpolatorDetails

0x00592a80 · 94 bytes · __cdecl

_Z37Motion_GetRotationInterpolatorDetailsiPPcPiS1_

Decompiled

undefined (4 params)

/* Motion_GetRotationInterpolatorDetails(int, char**, int*, int*) */

undefined4
Motion_GetRotationInterpolatorDetails(int param_1,char **param_2,int *param_3,int *param_4)

{
  if (((param_1 != 0) || (g_RotationInterpolators == (undefined *)0x0)) ||
     (PTR_RotationInterpolatorFunc_Linear_00f21164 == (undefined *)0x0)) {
    return 0;
  }
  if (param_2 != (char **)0x0) {
    *param_2 = g_RotationInterpolators;
  }
  if (param_3 != (int *)0x0) {
    *param_3 = DAT_00f21168;
  }
  if (param_4 != (int *)0x0) {
    *param_4 = DAT_00f2116c;
    return 1;
  }
  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)