CBasePlayer::ViewPunchReset
0x00418820 · 422 bytes · __thiscall
_ZN11CBasePlayer14ViewPunchResetEf
Decompiled
undefined (2 params)
/* CBasePlayer::ViewPunchReset(float) */
void __thiscall CBasePlayer::ViewPunchReset(CBasePlayer *this,float param_1)
{
bool bVar1;
float fVar2;
float fVar3;
float fVar4;
fVar3 = DAT_01053d44;
fVar2 = DAT_01053d40;
if (param_1 == 0.0) {
fVar4 = *(float *)(this + 0x1ab0);
}
else {
fVar4 = *(float *)(this + 0x1ab0);
if (param_1 * param_1 <
*(float *)(this + 0x1ab8) * *(float *)(this + 0x1ab8) +
*(float *)(this + 0x1ab4) * *(float *)(this + 0x1ab4) +
*(float *)(this + 0x1abc) * *(float *)(this + 0x1abc) +
*(float *)(this + 0x1ac0) * *(float *)(this + 0x1ac0) + fVar4 * fVar4 +
*(float *)(this + 0x1ac4) * *(float *)(this + 0x1ac4)) {
return;
}
}
if (((fVar4 == vec3_angle) && (DAT_01053d40 == *(float *)(this + 0x1ab4))) &&
(DAT_01053d44 == *(float *)(this + 0x1ab8))) {
if (fVar4 != *(float *)(this + 0x1abc)) goto LAB_00418980;
}
else {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1ab0);
bVar1 = vec3_angle != *(float *)(this + 0x1abc);
*(float *)(this + 0x1ab0) = vec3_angle;
*(float *)(this + 0x1ab4) = fVar2;
*(float *)(this + 0x1ab8) = fVar3;
if (bVar1) goto LAB_00418980;
}
if ((fVar2 == *(float *)(this + 0x1ac0)) && (fVar3 == *(float *)(this + 0x1ac4))) {
return;
}
LAB_00418980:
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1abc);
*(float *)(this + 0x1abc) = vec3_angle;
*(float *)(this + 0x1ac0) = DAT_01053d40;
*(float *)(this + 0x1ac4) = DAT_01053d44;
return;
}
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.