L L4D2node

CBasePlayerAnimState::ConvergeAngles

0x004207b0 · 227 bytes · __thiscall

_ZN20CBasePlayerAnimState14ConvergeAnglesEffffRf

Decompiled

undefined (6 params)

/* CBasePlayerAnimState::ConvergeAngles(float, float, float, float, float&) */

undefined4 __thiscall
CBasePlayerAnimState::ConvergeAngles
          (CBasePlayerAnimState *this,float param_1,float param_2,float param_3,float param_4,
          float *param_5)

{
  undefined4 uVar1;
  longdouble lVar2;
  float fVar3;
  float fVar4;
  
  lVar2 = (longdouble)AngleNormalize(param_1 - *param_5);
  fVar4 = 1.0;
  fVar3 = ABS((float)lVar2);
  if (fVar3 <= 45.0) {
    fVar4 = fVar3 * 0.022222223;
    if (fVar4 <= 0.01) {
      fVar4 = 0.01;
    }
    if (1.0 <= fVar4) {
      fVar4 = 1.0;
    }
  }
  fVar4 = param_2 * param_4 * fVar4;
  if ((param_3 < fVar3) && (fVar4 <= fVar3 - param_3)) {
    fVar4 = fVar3 - param_3;
  }
  if (fVar3 < fVar4) {
    uVar1 = 0;
    *param_5 = param_1;
  }
  else if ((float)lVar2 <= 0.0) {
    uVar1 = 2;
    param_1 = *param_5 - fVar4;
    *param_5 = param_1;
  }
  else {
    uVar1 = 1;
    param_1 = *param_5 + fVar4;
    *param_5 = param_1;
  }
  lVar2 = (longdouble)AngleNormalize(param_1);
  *param_5 = (float)lVar2;
  return uVar1;
}

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)