L L4D2node

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 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)