L L4D2node

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 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)