L L4D2node

ClampRemap

0x008ed9c0 · 136 bytes · __cdecl

_Z10ClampRemapfffff

Decompiled

undefined (5 params)

/* ClampRemap(float, float, float, float, float) */

longdouble ClampRemap(float param_1,float param_2,float param_3,float param_4,float param_5)

{
  if (param_1 <= param_3) {
    if (param_1 <= param_2) {
      param_1 = param_2;
    }
    if (param_3 == param_2) {
      return (longdouble)
             (float)(~-(uint)(param_3 <= param_1) & (uint)param_4 |
                    (uint)param_5 & -(uint)(param_3 <= param_1));
    }
  }
  else {
    param_1 = param_3;
    if (param_3 == param_2) {
      return (longdouble)param_5;
    }
  }
  return (longdouble)(((param_1 - param_2) * (param_5 - param_4)) / (param_3 - param_2) + param_4);
}

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)