L L4D2node

CCSGameMovement::ComputeAngles

0x00430640 · 373 bytes · __thiscall

_ZN15CCSGameMovement13ComputeAnglesEv

Decompiled

undefined (1 param)

/* CCSGameMovement::ComputeAngles() */

void __thiscall CCSGameMovement::ComputeAngles(CCSGameMovement *this)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  float *pfVar4;
  longdouble lVar5;
  float local_18;
  float local_14;
  float local_10;
  
  (**(code **)(*(int *)this + 0x4c))(this);
  cVar2 = CGameMovement::IsDead((CGameMovement *)this);
  iVar3 = *(int *)(this + 8);
  if (cVar2 == '\0') {
    local_18 = *(float *)(iVar3 + 0x4c);
    local_14 = *(float *)(iVar3 + 0x50);
    local_10 = *(float *)(iVar3 + 0x54);
    pfVar4 = (float *)CBasePlayer::GetPunchAngle(*(CBasePlayer **)(this + 4));
    local_18 = *pfVar4 + local_18;
    local_14 = pfVar4[1] + local_14;
    local_10 = pfVar4[2] + local_10;
    if ((*(char *)(*(int *)(this + 4) + 0x186) == '\x01') ||
       (*(char *)(*(int *)(this + 4) + 0x186) == '\b')) {
      *(undefined4 *)(*(int *)(this + 8) + 0x54) = 0;
    }
    else {
      iVar3 = *(int *)(this + 8);
      lVar5 = (longdouble)
              (**(code **)(*(int *)this + 0x48))
                        (this,&local_18,iVar3 + 0x40,*(undefined4 *)(sv_rollangle._28_4_ + 0x2c),
                         *(undefined4 *)(sv_rollspeed._28_4_ + 0x2c));
      *(float *)(iVar3 + 0x54) = (float)lVar5;
    }
    *(float *)(*(int *)(this + 8) + 0x4c) = local_18;
    *(float *)(*(int *)(this + 8) + 0x50) = local_14;
  }
  else {
    *(undefined4 *)(iVar3 + 0x4c) = *(undefined4 *)(iVar3 + 0x58);
    *(undefined4 *)(iVar3 + 0x50) = *(undefined4 *)(iVar3 + 0x5c);
    *(undefined4 *)(iVar3 + 0x54) = *(undefined4 *)(iVar3 + 0x60);
  }
  cVar2 = CGameMovement::IsDead((CGameMovement *)this);
  if (cVar2 != '\0') {
    pcVar1 = *(code **)(**(int **)(this + 4) + 0x254);
    iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    (*pcVar1)(*(undefined4 *)(this + 4),iVar3 + 0x60);
  }
  iVar3 = *(int *)(this + 8);
  lVar5 = (longdouble)AngleNormalize(*(float *)(iVar3 + 0x50));
  *(float *)(iVar3 + 0x50) = (float)lVar5;
  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)