L L4D2node

CBasePlayer::SmoothViewOnStairs

0x004189e0 · 376 bytes · __thiscall

_ZN11CBasePlayer18SmoothViewOnStairsER6Vector

Decompiled

undefined (2 params)

/* CBasePlayer::SmoothViewOnStairs(Vector&) */

void __thiscall CBasePlayer::SmoothViewOnStairs(CBasePlayer *this,Vector *param_1)

{
  float fVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  iVar2 = CBaseEntity::GetGroundEntity((CBaseEntity *)this);
  fVar1 = *(float *)(this + 0x3a4);
  iVar3 = (**(code **)(*(int *)this + 0x250))(this);
  fVar4 = *(float *)(iVar3 + 8);
  if ((((iVar2 != 0) && (*(char *)(iVar2 + 0x186) == '\0')) &&
      (fVar5 = *(float *)(this + 0x207c), fVar5 != fVar1)) &&
     ((*(int *)(smoothstairs._28_4_ + 0x30) != 0 && (fVar4 == *(float *)(this + 0x2080))))) {
    if (fVar5 < fVar1) {
      fVar6 = 0.0;
      fVar4 = *(float *)(gpGlobals + 0x10);
      if (fVar4 <= 0.0) {
        fVar4 = 0.0;
      }
      fVar5 = fVar4 * 150.0 + fVar5;
      if (fVar5 <= fVar1) {
        if (fVar1 - fVar5 <= 18.0) {
          *(float *)(this + 0x207c) = fVar5;
          fVar6 = fVar5 - fVar1;
        }
        else {
          *(float *)(this + 0x207c) = fVar1 - 18.0;
          fVar6 = (fVar1 - 18.0) - fVar1;
        }
      }
      else {
        *(float *)(this + 0x207c) = fVar1;
      }
    }
    else {
      fVar4 = *(float *)(gpGlobals + 0x10);
      if (fVar4 <= 0.0) {
        fVar4 = 0.0;
      }
      fVar5 = -fVar4 * 150.0 + fVar5;
      if (fVar1 <= fVar5) {
        if (fVar1 - fVar5 < -18.0) {
          fVar5 = fVar1 + 18.0;
        }
        *(float *)(this + 0x207c) = fVar5;
        fVar6 = fVar5 - fVar1;
      }
      else {
        *(float *)(this + 0x207c) = fVar1;
        fVar6 = 0.0;
      }
    }
    *(float *)(param_1 + 8) = fVar6 + *(float *)(param_1 + 8);
    return;
  }
  *(float *)(this + 0x207c) = fVar1;
  *(float *)(this + 0x2080) = fVar4;
  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)