CGameMovement::DecayPunchAngle
0x00453b70 · 1251 bytes · __thiscall
_ZN13CGameMovement15DecayPunchAngleEv
Decompiled
undefined (1 param)
/* CGameMovement::DecayPunchAngle() */
void __thiscall CGameMovement::DecayPunchAngle(CGameMovement *this)
{
int iVar1;
int iVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
float local_24;
float local_20;
iVar2 = *(int *)(this + 4);
fVar5 = *(float *)(iVar2 + 0x1ab4);
fVar3 = *(float *)(iVar2 + 0x1ab8);
fVar7 = *(float *)(iVar2 + 0x1ab0);
if (0.001 < fVar5 * fVar5 + fVar3 * fVar3 + fVar7 * fVar7) {
local_20 = *(float *)(iVar2 + 0x1ac0);
fVar6 = *(float *)(iVar2 + 0x1abc);
fVar4 = *(float *)(iVar2 + 0x1ac4);
}
else {
fVar6 = *(float *)(iVar2 + 0x1abc);
local_20 = *(float *)(iVar2 + 0x1ac0);
fVar4 = *(float *)(iVar2 + 0x1ac4);
if (fVar6 * fVar6 + local_20 * local_20 + fVar4 * fVar4 <= 0.001) {
if (((fVar7 != 0.0) || (fVar5 != 0.0)) || (fVar3 != 0.0)) {
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1ab0);
*(undefined4 *)(iVar2 + 0x1ab0) = 0;
*(undefined4 *)(iVar2 + 0x1ab4) = 0;
*(undefined4 *)(iVar2 + 0x1ab8) = 0;
iVar2 = *(int *)(this + 4);
fVar6 = *(float *)(iVar2 + 0x1abc);
}
if (((fVar6 == 0.0) && (*(float *)(iVar2 + 0x1ac0) == 0.0)) &&
(*(float *)(iVar2 + 0x1ac4) == 0.0)) {
return;
}
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1abc);
*(undefined4 *)(iVar2 + 0x1abc) = 0;
*(undefined4 *)(iVar2 + 0x1ac0) = 0;
*(undefined4 *)(iVar2 + 0x1ac4) = 0;
return;
}
}
fVar9 = *(float *)(gpGlobals + 0x10);
fVar10 = local_20 * fVar9 + fVar5;
fVar8 = fVar6 * fVar9 + fVar7;
fVar11 = fVar4 * fVar9 + fVar3;
if (((fVar7 != fVar8) || (fVar5 != fVar10)) || (fVar3 != fVar11)) {
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1ab0);
*(float *)(iVar2 + 0x1ab4) = fVar10;
*(float *)(iVar2 + 0x1ab0) = fVar8;
iVar1 = gpGlobals;
*(float *)(iVar2 + 0x1ab8) = fVar11;
iVar2 = *(int *)(this + 4);
fVar9 = *(float *)(iVar1 + 0x10);
local_20 = *(float *)(iVar2 + 0x1ac0);
fVar6 = *(float *)(iVar2 + 0x1abc);
fVar4 = *(float *)(iVar2 + 0x1ac4);
}
iVar1 = iVar2 + 0x1abc;
fVar5 = 1.0 - fVar9 * 9.0;
if (fVar5 <= 0.0) {
fVar5 = 0.0;
}
local_24 = local_20 * fVar5;
fVar3 = fVar5 * fVar6;
if (((fVar3 != fVar6) || (local_24 != local_20)) || (fVar5 * fVar4 != fVar4)) {
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar1);
*(float *)(iVar2 + 0x1abc) = fVar3;
*(float *)(iVar2 + 0x1ac0) = local_24;
iVar1 = gpGlobals;
*(float *)(iVar2 + 0x1ac4) = fVar5 * fVar4;
iVar2 = *(int *)(this + 4);
fVar9 = *(float *)(iVar1 + 0x10);
local_24 = *(float *)(iVar2 + 0x1ac0);
iVar1 = iVar2 + 0x1abc;
fVar3 = *(float *)(iVar2 + 0x1abc);
fVar4 = *(float *)(iVar2 + 0x1ac4);
}
fVar7 = *(float *)(iVar2 + 0x1ab4);
fVar5 = *(float *)(iVar2 + 0x1ab8);
fVar6 = fVar9 * 65.0;
if (fVar9 * 65.0 <= 0.0) {
fVar6 = 0.0;
}
fVar9 = *(float *)(iVar2 + 0x1ab0);
if (2.0 <= fVar6) {
fVar6 = 2.0;
}
fVar10 = fVar3 - fVar6 * fVar9;
fVar8 = local_24 - fVar6 * fVar7;
fVar6 = fVar4 - fVar6 * fVar5;
if (((fVar10 != fVar3) || (fVar8 != local_24)) || (fVar4 != fVar6)) {
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar1);
*(float *)(iVar2 + 0x1abc) = fVar10;
*(float *)(iVar2 + 0x1ac0) = fVar8;
*(float *)(iVar2 + 0x1ac4) = fVar6;
iVar2 = *(int *)(this + 4);
fVar5 = *(float *)(iVar2 + 0x1ab8);
fVar7 = *(float *)(iVar2 + 0x1ab4);
fVar9 = *(float *)(iVar2 + 0x1ab0);
}
fVar3 = fVar5;
if (fVar5 <= -89.0) {
fVar3 = -89.0;
}
fVar6 = -89.0;
if (-89.0 <= fVar9) {
fVar6 = fVar9;
}
fVar4 = -179.0;
if (-179.0 <= fVar7) {
fVar4 = fVar7;
}
if (89.0 <= fVar3) {
fVar3 = 89.0;
}
if (89.0 <= fVar6) {
fVar6 = 89.0;
}
if (179.0 <= fVar4) {
fVar4 = 179.0;
}
if (((fVar6 == fVar9) && (fVar4 == fVar7)) && (fVar5 == fVar3)) {
return;
}
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1ab0);
*(float *)(iVar2 + 0x1ab0) = fVar6;
*(float *)(iVar2 + 0x1ab4) = fVar4;
*(float *)(iVar2 + 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.