L L4D2node

RemapAngleRange

0x006aae50 · 155 bytes · __cdecl

_Z15RemapAngleRangefff

Decompiled

undefined (3 params)

/* RemapAngleRange(float, float, float) */

longdouble RemapAngleRange(float param_1,float param_2,float param_3)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  float fVar4;
  
  lVar2 = (longdouble)AngleNormalize(param_3);
  fVar1 = (float)lVar2;
  fVar3 = ABS(fVar1);
  fVar4 = 0.0;
  if ((param_1 <= fVar3) && (fVar4 = fVar1, fVar3 <= param_2)) {
    fVar4 = (fVar3 - param_1) / (param_2 - param_1);
    fVar4 = (fVar4 * fVar4 * 3.0 - (fVar4 + fVar4) * fVar4 * fVar4) * param_2;
    if (fVar1 < 0.0) {
      return (longdouble)-fVar4;
    }
  }
  return (longdouble)fVar4;
}

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)