L L4D2node

CCurveData::RemoveOutOfRangeSamples

0x00baa070 · 144 bytes · __thiscall

_ZN10CCurveData23RemoveOutOfRangeSamplesEP18ICurveDataAccessor

Decompiled

undefined (2 params)

/* CCurveData::RemoveOutOfRangeSamples(ICurveDataAccessor*) */

void __thiscall CCurveData::RemoveOutOfRangeSamples(CCurveData *this,ICurveDataAccessor *param_1)

{
  float fVar1;
  int iVar2;
  int iVar3;
  longdouble lVar4;
  
  lVar4 = (longdouble)(*(code *)**(undefined4 **)param_1)(param_1);
  iVar3 = *(int *)(this + 0xc) + -1;
  if (-1 < iVar3) {
    iVar2 = iVar3 * 10;
    do {
      fVar1 = *(float *)(*(int *)this + 4 + iVar2);
      if ((fVar1 < 0.0) || ((float)lVar4 + 0.01 < fVar1)) {
        CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>>::ShiftElementsLeft
                  ((CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>> *)this,iVar3,1);
        *(int *)(this + 0xc) = *(int *)(this + 0xc) + -1;
      }
      iVar2 = iVar2 + -10;
      iVar3 = iVar3 + -1;
    } while (iVar2 != -10);
  }
  return;
}

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)