L L4D2node

CCurveData::Add

0x00ba9ad0 · 87 bytes · __thiscall

_ZN10CCurveData3AddEffb

Decompiled

undefined (4 params)

/* CCurveData::Add(float, float, bool) */

int __thiscall CCurveData::Add(CCurveData *this,float param_1,float param_2,bool param_3)

{
  int iVar1;
  float local_16;
  float local_12;
  ushort local_e;
  
  local_12 = param_1;
  local_16 = param_2;
  local_e = (ushort)param_3;
  iVar1 = CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>>::InsertBefore
                    ((CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>> *)this,
                     *(int *)(this + 0xc),(CExpressionSample *)&local_16);
  return *(int *)this + iVar1 * 10;
}

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)