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 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.