CGameMovement::CalcRoll
0x00452470 · 178 bytes · __thiscall
_ZN13CGameMovement8CalcRollERK6QAngleRK6Vectorff
Decompiled
undefined (5 params)
/* CGameMovement::CalcRoll(QAngle const&, Vector const&, float, float) */
longdouble __thiscall
CGameMovement::CalcRoll
(CGameMovement *this,QAngle *param_1,Vector *param_2,float param_3,float param_4)
{
uint uVar1;
float fVar2;
Vector local_30 [12];
float local_24;
float local_20;
float local_1c;
Vector local_18 [16];
AngleVectors(param_1,local_30,(Vector *)&local_24,local_18);
fVar2 = local_20 * *(float *)(param_2 + 4) + local_24 * *(float *)param_2 +
local_1c * *(float *)(param_2 + 8);
uVar1 = -(uint)(fVar2 < 0.0);
fVar2 = ABS(fVar2);
if (fVar2 < param_4) {
param_3 = (param_3 * fVar2) / param_4;
}
return (longdouble)(param_3 * (float)(~uVar1 & 0x3f800000 | uVar1 & 0xbf800000));
}
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.