L L4D2node

CBaseViewModel::CalcViewModelLag

0x0041b830 · 820 bytes · __thiscall

_ZN14CBaseViewModel16CalcViewModelLagER6VectorR6QAngleS3_

Decompiled

undefined (4 params)

/* CBaseViewModel::CalcViewModelLag(Vector&, QAngle&, QAngle&) */

void __thiscall
CBaseViewModel::CalcViewModelLag
          (CBaseViewModel *this,Vector *param_1,QAngle *param_2,QAngle *param_3)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  uVar1 = *(undefined4 *)param_1;
  uVar2 = *(undefined4 *)(param_1 + 4);
  uVar3 = *(undefined4 *)(param_1 + 8);
  uVar4 = *(undefined4 *)param_2;
  uVar5 = *(undefined4 *)(param_2 + 4);
  uVar6 = *(undefined4 *)(param_2 + 8);
  AngleVectors(param_2,(Vector *)&local_40,(Vector *)0x0,(Vector *)0x0);
  if (*(float *)(gpGlobals + 0x10) != 0.0) {
    fVar10 = local_40 - *(float *)(this + 0x15f8);
    fVar8 = local_3c - *(float *)(this + 0x15fc);
    fVar7 = local_38 - *(float *)(this + 0x1600);
    fVar9 = SQRT(fVar8 * fVar8 + fVar10 * fVar10 + fVar7 * fVar7);
    if ((fVar9 <= g_fMaxViewModelLag) || (g_fMaxViewModelLag <= 0.0)) {
      fVar9 = 5.0;
    }
    else {
      fVar9 = (fVar9 / g_fMaxViewModelLag) * 5.0;
    }
    fVar9 = fVar9 * *(float *)(gpGlobals + 0x10);
    *(float *)(this + 0x15f8) = fVar9 * fVar10 + *(float *)(this + 0x15f8);
    *(float *)(this + 0x15fc) = fVar9 * fVar8 + *(float *)(this + 0x15fc);
    *(float *)(this + 0x1600) = fVar9 * fVar7 + *(float *)(this + 0x1600);
    VectorNormalize((Vector *)(this + 0x15f8));
    *(float *)param_1 = -fVar10 * 5.0 + *(float *)param_1;
    *(float *)(param_1 + 4) = -fVar8 * 5.0 + *(float *)(param_1 + 4);
    *(float *)(param_1 + 8) = -fVar7 * 5.0 + *(float *)(param_1 + 8);
  }
  AngleVectors(param_3,(Vector *)&local_40,(Vector *)&local_34,(Vector *)&local_28);
  fVar7 = *(float *)param_3;
  if (fVar7 <= 180.0) {
    if (fVar7 < -180.0) {
      fVar7 = fVar7 + 360.0;
    }
  }
  else {
    fVar7 = fVar7 - 360.0;
  }
  if (g_fMaxViewModelLag == 0.0) {
    *(undefined4 *)param_1 = uVar1;
    *(undefined4 *)(param_1 + 4) = uVar2;
    *(undefined4 *)(param_1 + 8) = uVar3;
    *(undefined4 *)param_2 = uVar4;
    *(undefined4 *)(param_2 + 4) = uVar5;
    *(undefined4 *)(param_2 + 8) = uVar6;
  }
  fVar7 = -fVar7;
  fVar8 = fVar7 * 0.035;
  fVar10 = fVar7 * 0.03;
  fVar7 = fVar7 * 0.02;
  *(float *)param_1 = fVar8 * local_40 + fVar10 * local_34 + *(float *)param_1 + local_28 * fVar7;
  *(float *)(param_1 + 4) =
       local_3c * fVar8 + local_30 * fVar10 + *(float *)(param_1 + 4) + local_24 * fVar7;
  *(float *)(param_1 + 8) =
       local_38 * fVar8 + local_2c * fVar10 + *(float *)(param_1 + 8) + fVar7 * local_20;
  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.



        

        

          

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