CCSGameMovement::DecayPunchAngle
0x0042ec20 · 442 bytes · __thiscall
_ZN15CCSGameMovement15DecayPunchAngleEv
Decompiled
undefined (1 param)
/* CCSGameMovement::DecayPunchAngle() */
void __thiscall CCSGameMovement::DecayPunchAngle(CCSGameMovement *this)
{
int iVar1;
longdouble lVar2;
float fVar3;
float fVar4;
float local_18;
float local_14;
float local_10;
iVar1 = *(int *)(this + 0x7e0);
if (iVar1 == 0) {
return;
}
local_18 = *(float *)(iVar1 + 0x1ab0);
local_14 = *(float *)(iVar1 + 0x1ab4);
local_10 = *(float *)(iVar1 + 0x1ab8);
lVar2 = (longdouble)VectorNormalize((Vector *)&local_18);
iVar1 = *(int *)(this + 0x7e0);
fVar3 = (float)lVar2 -
((float)lVar2 * 0.5 + *(float *)(PunchAngleDecayRate._28_4_ + 0x2c)) *
*(float *)(gpGlobals + 0x10);
if (fVar3 <= 0.0) {
fVar3 = 0.0;
}
fVar4 = local_18 * fVar3;
local_14 = local_14 * fVar3;
local_10 = fVar3 * local_10;
local_18 = fVar4;
if (fVar4 == *(float *)(iVar1 + 0x1ab0)) {
if (local_14 != *(float *)(iVar1 + 0x1ab4)) {
LAB_0042ed50:
fVar3 = local_14;
(**(code **)(*(int *)(iVar1 + 0x1a40) + 4))(iVar1 + 0x1a40,iVar1 + 0x1ab0);
*(float *)(iVar1 + 0x1ab4) = fVar3;
iVar1 = *(int *)(this + 0x7e0);
if (local_10 == *(float *)(iVar1 + 0x1ab8)) {
return;
}
goto LAB_0042ed18;
}
}
else {
(**(code **)(*(int *)(iVar1 + 0x1a40) + 4))(iVar1 + 0x1a40,iVar1 + 0x1ab0);
*(float *)(iVar1 + 0x1ab0) = fVar4;
iVar1 = *(int *)(this + 0x7e0);
if (local_14 != *(float *)(iVar1 + 0x1ab4)) goto LAB_0042ed50;
}
if (local_10 == *(float *)(iVar1 + 0x1ab8)) {
return;
}
LAB_0042ed18:
fVar3 = local_10;
(**(code **)(*(int *)(iVar1 + 0x1a40) + 4))(iVar1 + 0x1a40,iVar1 + 0x1ab0);
*(float *)(iVar1 + 0x1ab8) = fVar3;
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.