L L4D2node

CBasePlayerAnimState::ComputePoseParam_BodyYaw

0x004208a0 · 738 bytes · __thiscall

_ZN20CBasePlayerAnimState24ComputePoseParam_BodyYawEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBasePlayerAnimState::ComputePoseParam_BodyYaw() */

void __thiscall CBasePlayerAnimState::ComputePoseParam_BodyYaw(CBasePlayerAnimState *this)

{
  float fVar1;
  int iVar2;
  char cVar3;
  int iVar4;
  float fVar5;
  float fVar6;
  longdouble lVar7;
  float fVar8;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_34 = 0;
  local_30 = 0;
  if (___atan2f_finite == 0) {
    local_20 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_34,0,0,0,0,
               "/data/src/game/server/../../game/shared/base_playeranimstate.cpp",0x426,
               &ComputePoseParam_BodyYaw()::tm_fmt,"(%s)%s","Unaccounted",
               "CBasePlayerAnimState::ComputePoseParam_BodyYaw");
    local_20 = ___atan2f_finite;
  }
  iVar2 = _DAT_0105db00;
  local_28 = local_34;
  local_24 = local_30;
                    /* try { // try from 00420ace to 00420b1c has its CatchHandler @ 00420bbc */
  if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
     (iVar4 = ThreadGetCurrentId(), iVar2 == iVar4)) {
    if ((char *)*_DAT_0105d15c != "CBasePlayerAnimState::ComputePoseParam_BodyYaw") {
      _DAT_0105d15c =
           (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc0b1f4,(char *)0x1,0xbfafa1);
    }
    CVProfNode::EnterScope();
    DAT_0105d158 = '\0';
  }
                    /* try { // try from 00420959 to 00420a60 has its CatchHandler @ 00420b9b */
  (**(code **)(*(int *)this + 0x80))(this);
  lVar7 = (longdouble)AngleNormalize(*(float *)(this + 0x30));
  fVar1 = (float)lVar7;
  fVar8 = *(float *)(this + 0x54);
  *(float *)(this + 0x30) = fVar1;
  if (fVar1 != fVar8) {
    fVar5 = *(float *)(this + 4);
    fVar6 = *(float *)(mp_feetyawrate._28_4_ + 0x2c);
    lVar7 = (longdouble)AngleNormalize(fVar1 - fVar8);
    fVar8 = (float)lVar7;
    if ((fVar8 < *(float *)(this + 8)) ||
       (*(float *)(this + 4) <= fVar8 && fVar8 != *(float *)(this + 4))) {
      fVar6 = *(float *)(mp_feetyawrate_max._28_4_ + 0x2c);
      fVar5 = 360.0;
    }
    ConvergeAngles(this,*(float *)(this + 0x30),fVar6,fVar5,*(float *)(gpGlobals + 0x10),
                   (float *)(this + 0x54));
    *(undefined4 *)(this + 100) = *(undefined4 *)(gpGlobals + 0xc);
    fVar8 = *(float *)(this + 0x54);
  }
  lVar7 = (longdouble)AngleNormalize(*(float *)(this + 0x1c) - fVar8);
  fVar8 = (float)lVar7;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x70) = *(undefined4 *)(this + 0x54);
  (**(code **)(*(int *)this + 0x3c))(this,fVar8);
  iVar2 = _DAT_0105db00;
  g_flLastBodyYaw = fVar8;
  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_20 != 0) {
    (**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
  }
  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)