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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.