L L4D2node

CScratchPadGraph::AddSample

0x005940e0 · 332 bytes · __thiscall

_ZN16CScratchPadGraph9AddSampleEiff

Decompiled

undefined (4 params)

/* CScratchPadGraph::AddSample(int, float, float) */

void __thiscall
CScratchPadGraph::AddSample(CScratchPadGraph *this,int param_1,float param_2,float param_3)

{
  char *pcVar1;
  float fVar2;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  pcVar1 = (char *)(*(int *)(this + 4) + param_1 * 0x18);
  UpdateTicksAndStuff(this,param_2,param_3);
  if (*pcVar1 == '\0') {
    GetSamplePosition((float)&local_5c,(float)this);
    fVar2 = param_3;
    GetSamplePosition((float)&local_50,(float)this);
    local_1c = *(undefined4 *)(pcVar1 + 0xc);
    local_18 = *(undefined4 *)(pcVar1 + 0x10);
    local_28 = local_50;
    local_14 = *(undefined4 *)(pcVar1 + 0x14);
    local_24 = local_4c;
    local_10 = 0x3f800000;
    local_20 = local_48;
    local_44 = local_5c;
    local_38 = *(undefined4 *)(pcVar1 + 0xc);
    local_34 = *(undefined4 *)(pcVar1 + 0x10);
    local_40 = local_58;
    local_30 = *(undefined4 *)(pcVar1 + 0x14);
    local_2c = 0x3f800000;
    local_3c = local_54;
    (**(code **)(**(int **)this + 0x1c))(*(int **)this,&local_44,&local_28,fVar2);
  }
  *pcVar1 = '\0';
  *(float *)(pcVar1 + 4) = param_2;
  *(float *)(pcVar1 + 8) = param_3;
  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)