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 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.