L L4D2node

CMultiPlayerAnimState::EstimateYaw

0x0046cc20 · 281 bytes · __thiscall

_ZN21CMultiPlayerAnimState11EstimateYawEv

Decompiled

undefined (1 param)

/* CMultiPlayerAnimState::EstimateYaw() */

void __thiscall CMultiPlayerAnimState::EstimateYaw(CMultiPlayerAnimState *this)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  float local_18;
  float local_14;
  
  fVar3 = *(float *)(gpGlobals + 0x10);
  if (fVar3 != 0.0) {
    GetOuterAbsVelocity(this,(Vector *)&local_18);
    if ((local_18 != 0.0) || (local_14 != 0.0)) {
      lVar2 = (longdouble)__atan2_finite((double)local_14,(double)local_18);
      fVar3 = (float)((double)lVar2 * 57.29577951308232);
      if (fVar3 <= -180.0) {
        fVar3 = -180.0;
      }
      if (180.0 <= fVar3) {
        fVar3 = 180.0;
      }
      *(float *)(this + 0x68) = fVar3;
      return;
    }
    lVar2 = (longdouble)
            AngleNormalize(*(float *)(*(int *)(this + 0x1c) + 0x3ac) - *(float *)(this + 0x68));
    if (0.25 <= fVar3) {
      fVar3 = (float)lVar2 * fVar3;
    }
    else {
      fVar3 = fVar3 * 4.0 * (float)lVar2;
    }
    fVar1 = *(float *)(this + 0x68);
    *(float *)(this + 0x68) = fVar3 + fVar1;
    AngleNormalize(fVar3 + fVar1);
  }
  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)