L L4D2node

CCurveData::GetEdgeZeroValue

0x00ba6ff0 · 54 bytes · __thiscall

_ZNK10CCurveData16GetEdgeZeroValueEb

Decompiled

undefined (2 params)

/* CCurveData::GetEdgeZeroValue(bool) const */

longdouble __thiscall CCurveData::GetEdgeZeroValue(CCurveData *this,bool param_1)

{
  float fVar1;
  
  _param_1 = (uint)param_1;
  fVar1 = 0.0;
  if (this[(_param_1 ^ 1) * 7 + 0x14] != (CCurveData)0x0) {
    fVar1 = *(float *)(this + (_param_1 ^ 1) * 7 + 0x17);
  }
  return (longdouble)fVar1;
}

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)