CBasePlayerAnimState::UpdateFootYaws
0x00421c20 · 505 bytes · __thiscall
_ZN20CBasePlayerAnimState14UpdateFootYawsEv
Decompiled
undefined (1 param)
/* CBasePlayerAnimState::UpdateFootYaws() */
void __thiscall CBasePlayerAnimState::UpdateFootYaws(CBasePlayerAnimState *this)
{
float fVar1;
longdouble lVar2;
float fVar3;
float fVar4;
float local_34;
float local_30 [2];
float local_28;
float local_24;
GetOuterAbsVelocity(this,(Vector *)&local_28);
this[0x34] = (CBasePlayerAnimState)0x0;
if (this[0x58] == (CBasePlayerAnimState)0x0) {
this[0x58] = (CBasePlayerAnimState)0x1;
*(undefined4 *)(this + 100) = 0;
*(undefined4 *)(this + 0x54) = *(undefined4 *)(this + 0x1c);
*(undefined4 *)(this + 0x30) = *(undefined4 *)(this + 0x1c);
return;
}
if (SQRT(local_28 * local_28 + local_24 * local_24) <= 0.5) {
fVar4 = *(float *)(gpGlobals + 0xc) - *(float *)(this + 100);
if (fVar4 < *(float *)(mp_facefronttime._28_4_ + 0x2c) ||
fVar4 == *(float *)(mp_facefronttime._28_4_ + 0x2c)) {
lVar2 = (longdouble)AngleNormalize(*(float *)(this + 0x30) - *(float *)(this + 0x1c));
fVar4 = *(float *)(this + 4);
if (ABS((float)lVar2) <= fVar4) {
return;
}
if ((float)lVar2 <= 0.0) {
*(float *)(this + 0x30) = fVar4 + *(float *)(this + 0x30);
}
else {
*(float *)(this + 0x30) = *(float *)(this + 0x30) - fVar4;
}
(**(code **)(*(int *)this + 0x68))(this);
return;
}
}
else if (1 < *(uint *)(this + 0xc)) {
lVar2 = (longdouble)__atan2_finite((double)local_24,(double)local_28);
fVar3 = (float)lVar2 * 57.295776;
*(float *)(this + 0x30) = fVar3;
sincosf(*(float *)(this + 0x1c) * 0.017453292,local_30,&local_34);
fVar1 = local_30[0];
fVar4 = local_34;
sincosf(fVar3 * 0.017453292,local_30,&local_34);
if (-0.01 <= fVar1 * local_30[0] + fVar4 * local_34) {
return;
}
*(float *)(this + 0x30) = fVar3 + 180.0;
return;
}
*(undefined4 *)(this + 0x30) = *(undefined4 *)(this + 0x1c);
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.