L L4D2node

Motion_InterpolateRotation

0x00592af0 · 63 bytes · __cdecl

_Z26Motion_InterpolateRotationfiR10Quaternion

Decompiled

undefined (3 params)

/* Motion_InterpolateRotation(float, int, Quaternion&) */

undefined4 Motion_InterpolateRotation(float param_1,int param_2,Quaternion *param_3)

{
  if ((param_1 <= 1.0) && (0.0 <= param_1)) {
    (*(code *)(&PTR_RotationInterpolatorFunc_Linear_00f21164)[param_2 * 4])(param_1,param_3);
    return 1;
  }
  return 0;
}

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)