CChoreoEvent::GetIntensity
0x00ba6680 · 131 bytes · __thiscall
_ZN12CChoreoEvent12GetIntensityEf
Decompiled
undefined (2 params)
/* CChoreoEvent::GetIntensity(float) */
longdouble __thiscall CChoreoEvent::GetIntensity(CChoreoEvent *this,float param_1)
{
ICurveDataAccessor *pIVar1;
longdouble lVar2;
float fVar3;
fVar3 = 1.0;
pIVar1 = *(ICurveDataAccessor **)(this + 0x128);
if (pIVar1 != (ICurveDataAccessor *)0x0) {
lVar2 = (longdouble)CCurveData::GetIntensity((CCurveData *)(pIVar1 + 300),pIVar1,param_1);
fVar3 = (float)lVar2;
}
lVar2 = (longdouble)
CCurveData::GetIntensity
((CCurveData *)(this + 0x5c),(ICurveDataAccessor *)this,
param_1 - *(float *)(this + 0x48));
return (longdouble)((float)lVar2 * fVar3);
}
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.