CMathRemap::InputValue
0x006e90a0 · 300 bytes · __thiscall
_ZN10CMathRemap10InputValueER11inputdata_t
Decompiled
undefined (2 params)
/* CMathRemap::InputValue(inputdata_t&) */
void __thiscall CMathRemap::InputValue(CMathRemap *this,inputdata_t *param_1)
{
float fVar1;
float fVar2;
CMathRemap CVar3;
undefined4 uVar4;
float fVar5;
float fVar6;
float local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
fVar5 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar5 = 0.0;
}
fVar1 = *(float *)(this + 0x444);
fVar6 = fVar1;
if ((fVar5 <= fVar1) && (fVar6 = *(float *)(this + 0x440), *(float *)(this + 0x440) <= fVar5)) {
fVar6 = fVar5;
}
if ((fVar6 == fVar5) || ((*(uint *)(this + 0x148) & 1) == 0)) {
fVar6 = *(float *)(this + 0x44c);
fVar2 = *(float *)(this + 0x448);
fVar5 = ((fVar5 - *(float *)(this + 0x440)) * (fVar6 - fVar2)) /
(fVar1 - *(float *)(this + 0x440)) + fVar2;
local_34 = fVar5;
if (((*(uint *)(this + 0x148) & 2) == 0) || (local_34 = fVar6, fVar6 < fVar5)) {
CVar3 = this[0x450];
}
else {
CVar3 = this[0x450];
local_34 = fVar5;
if (fVar5 <= fVar2) {
local_34 = fVar2;
}
}
if (CVar3 != (CMathRemap)0x0) {
uVar4 = *(undefined4 *)param_1;
variant_t::Set((variant_t *)(this + 0x454),1,&local_34);
local_30 = *(undefined4 *)(this + 0x454);
local_2c = *(undefined4 *)(this + 0x458);
local_28 = *(undefined4 *)(this + 0x45c);
local_24 = *(undefined4 *)(this + 0x460);
local_20 = *(undefined4 *)(this + 0x464);
CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x454),&local_30,uVar4,this,0);
return;
}
}
return;
}
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.