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 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.