L L4D2node

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 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)