L L4D2node

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 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)