L L4D2node

CMultiPlayerAnimState::ConvergeYawAngles

0x0046ca30 · 189 bytes · __thiscall

_ZN21CMultiPlayerAnimState17ConvergeYawAnglesEfffRf

Decompiled

undefined (5 params)

/* CMultiPlayerAnimState::ConvergeYawAngles(float, float, float, float&) */

void __thiscall
CMultiPlayerAnimState::ConvergeYawAngles
          (CMultiPlayerAnimState *this,float param_1,float param_2,float param_3,float *param_4)

{
  longdouble lVar1;
  float fVar2;
  float fVar3;
  
  fVar3 = ABS(param_1 - *param_4);
  lVar1 = (longdouble)AngleNormalize(param_1 - *param_4);
  fVar2 = fVar3 * 0.016666668;
  if (fVar2 <= 0.01) {
    fVar2 = 0.01;
  }
  if (1.0 <= fVar2) {
    fVar2 = 1.0;
  }
  fVar2 = param_2 * param_3 * fVar2;
  if (fVar3 < fVar2) {
    *param_4 = param_1;
  }
  else {
    param_1 = (float)(~-(uint)((float)lVar1 < 0.0) & 0x3f800000 |
                     -(uint)((float)lVar1 < 0.0) & 0xbf800000) * fVar2 + *param_4;
    *param_4 = param_1;
  }
  lVar1 = (longdouble)AngleNormalize(param_1);
  *param_4 = (float)lVar1;
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)