L L4D2node

CTerrorPlayer::AddJockeyContribution

0x004f5170 · 781 bytes · __thiscall

_ZN13CTerrorPlayer21AddJockeyContributionEPfS0_

Decompiled

undefined (3 params)

/* CTerrorPlayer::AddJockeyContribution(float*, float*) */

void __thiscall
CTerrorPlayer::AddJockeyContribution(CTerrorPlayer *this,float *param_1,float *param_2)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  undefined *puVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  double dVar13;
  float local_24;
  float local_20 [4];
  
  uVar1 = *(uint *)(this + 0x3ee0);
  if ((((uVar1 != 0xffffffff) &&
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar6 + 4), piVar2 != (int *)0x0)) {
    iVar4 = (**(code **)(*(int *)this + 0x238))(this);
    sincosf(*(float *)(iVar4 + 4) * 0.017453292,local_20,&local_24);
    fVar8 = (float)piVar2[0xfbb];
    fVar7 = (float)piVar2[0xfba];
    cVar3 = (**(code **)(*piVar2 + 0x778))(piVar2);
    if (cVar3 == '\0') {
      fVar9 = local_20[0] * fVar8 + local_24 * fVar7;
      fVar8 = local_20[0] * fVar7 - fVar8 * local_24;
    }
    else {
      fVar9 = (float)piVar2[0xfba];
      fVar8 = (float)piVar2[0xfbb];
    }
    fVar7 = SQRT(fVar9 * fVar9 + fVar8 * fVar8);
    if (0.001 < fVar7) {
      fVar9 = fVar9 / fVar7;
      fVar8 = fVar8 / fVar7;
    }
    dVar13 = sin((double)(float)piVar2[0xfb0]);
    fVar7 = *(float *)(ZombieJockeyControlVariance._28_4_ + 0x2c);
    iVar4 = *(int *)(this + 0x100);
    iVar5 = (**(code **)(*(int *)this + 0x1fc))(this);
    fVar7 = (float)((double)fVar7 * 0.5 * dVar13) + *(float *)(ZombieJockeyControlMin._28_4_ + 0x2c)
            + (1.0 - (float)iVar4 / (float)iVar5) *
              (*(float *)(ZombieJockeyControlMax._28_4_ + 0x2c) -
              *(float *)(ZombieJockeyControlMin._28_4_ + 0x2c));
    fVar11 = *param_1 * 0.004;
    fVar10 = *param_2 * 0.004;
    if (1.0 <= fVar7) {
      fVar7 = 1.0;
    }
    if (fVar7 <= 0.0) {
      fVar7 = 0.0;
    }
    fVar12 = SQRT(fVar11 * fVar11 + fVar10 * fVar10);
    if (0.001 < fVar12) {
      fVar11 = fVar11 / fVar12;
      fVar10 = fVar10 / fVar12;
    }
    *param_1 = fVar11 * (1.0 - fVar7) + fVar9 * fVar7;
    *param_2 = (1.0 - fVar7) * fVar10 + fVar7 * fVar8;
    *param_1 = *param_1 * 250.0;
    *param_2 = *param_2 * 250.0;
    dVar13 = cos((double)(float)piVar2[0xfae]);
    *param_1 = (float)(dVar13 * (double)*(float *)(ZombieJockeyStaggerAmount._28_4_ + 0x2c) +
                      (double)*param_1);
    dVar13 = cos((double)(float)piVar2[0xfaf]);
    *param_2 = (float)(dVar13 * (double)*(float *)(ZombieJockeyStaggerAmount._28_4_ + 0x2c) +
                      (double)*param_2);
    return;
  }
  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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