CBasePlayerAnimState::ComputeAimSequence
0x0041f960 · 595 bytes · __thiscall
_ZN20CBasePlayerAnimState18ComputeAimSequenceEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBasePlayerAnimState::ComputeAimSequence() */
void __thiscall CBasePlayerAnimState::ComputeAimSequence(CBasePlayerAnimState *this)
{
float fVar1;
int iVar2;
char cVar3;
int iVar4;
longdouble lVar5;
char local_25;
undefined4 local_24;
undefined4 local_20;
undefined4 local_18;
undefined4 local_14;
int local_10;
local_24 = 0;
local_20 = 0;
if (___atan2f_finite == 0) {
local_10 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_24,0,0,0,0,
"/data/src/game/server/../../game/shared/base_playeranimstate.cpp",0x269,
&ComputeAimSequence()::tm_fmt,"(%s)%s","Unaccounted",
"CBasePlayerAnimState::ComputeAimSequence");
local_10 = ___atan2f_finite;
}
iVar2 = _DAT_0105db00;
local_18 = local_24;
local_14 = local_20;
/* try { // try from 0041fb26 to 0041fb74 has its CatchHandler @ 0041fbe8 */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar4 = ThreadGetCurrentId(), iVar2 == iVar4)) {
if ((char *)*_DAT_0105d15c != "CBasePlayerAnimState::ComputeAimSequence") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc0b148,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
fVar1 = *(float *)(*(int *)(this + 0x14) + 0x490);
/* try { // try from 0041fa4d to 0041fa90 has its CatchHandler @ 0041fbc7 */
UpdateAimSequenceLayers(this,fVar1,1,true,(CSequenceTransitioner *)(this + 0xcc),1.0);
cVar3 = (**(code **)(*(int *)this + 0x38))(this);
if ((cVar3 != '\0') &&
(lVar5 = (longdouble)(**(code **)(*(int *)this + 0x4c))(this,&local_25), local_25 != '\0')) {
/* try { // try from 0041fbbd to 0041fbc1 has its CatchHandler @ 0041fbc7 */
UpdateAimSequenceLayers(this,fVar1,3,false,(CSequenceTransitioner *)(this + 0xe0),(float)lVar5);
}
OptimizeLayerWeights(this,1,4);
iVar2 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar4 = ThreadGetCurrentId(), iVar2 == iVar4)) {
cVar3 = CVProfNode::ExitScope();
if (cVar3 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
if (local_10 != 0) {
(**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
}
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.