L L4D2node

CTerrorGameMovement::DecayPunchAngle

0x004f8940 · 607 bytes · __thiscall

_ZN19CTerrorGameMovement15DecayPunchAngleEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::DecayPunchAngle() */

void __thiscall CTerrorGameMovement::DecayPunchAngle(CTerrorGameMovement *this)

{
  float fVar1;
  int *piVar2;
  CBaseEntity *this_00;
  float fVar3;
  char cVar4;
  int iVar5;
  longdouble lVar6;
  float fVar7;
  float local_18;
  float local_14;
  float local_10;
  
  piVar2 = *(int **)(this + 0x810);
  if (piVar2 == (int *)0x0) {
    return;
  }
  cVar4 = (**(code **)(*piVar2 + 0x7e8))(piVar2);
  if (((cVar4 == '\0') || (*(char *)((int)piVar2 + 0x39f1) != '\0')) ||
     ((char)piVar2[0xcf7] != '\0')) {
    this_00 = *(CBaseEntity **)(this + 0x810);
    iVar5 = CBaseEntity::GetTeamNumber(this_00);
    if (((iVar5 != 3) || (iVar5 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar5 != 8)) ||
       (iVar5 = CTerrorPlayer::GetStaggerDir(*(CTerrorPlayer **)(this + 0x810)), iVar5 == 0))
    goto LAB_004f897b;
    fVar7 = *(float *)(ZombieHulkGrenadeRoll._28_4_ + 0x2c);
  }
  else {
    fVar7 = *(float *)(SurvivorIncapRoll._28_4_ + 0x2c);
  }
  if (fVar7 == 0.0) {
LAB_004f897b:
    CCSGameMovement::DecayPunchAngle((CCSGameMovement *)this);
    return;
  }
  iVar5 = *(int *)(this + 0x810);
  local_10 = 0.0;
  local_18 = *(float *)(iVar5 + 0x1ab0);
  fVar1 = *(float *)(iVar5 + 0x1ab8);
  local_14 = *(float *)(iVar5 + 0x1ab4);
  lVar6 = (longdouble)VectorNormalize((Vector *)&local_18);
  iVar5 = *(int *)(this + 0x810);
  fVar3 = (float)lVar6 -
          ((float)lVar6 * 0.5 + *(float *)(PunchAngleDecayRate._28_4_ + 0x2c)) *
          *(float *)(gpGlobals + 0x10);
  local_10 = *(float *)(gpGlobals + 0x10) * 10.0 * (fVar7 - fVar1) + fVar1;
  if (fVar3 <= 0.0) {
    fVar3 = 0.0;
  }
  fVar7 = local_18 * fVar3;
  local_14 = fVar3 * local_14;
  local_18 = fVar7;
  if (fVar7 == *(float *)(iVar5 + 0x1ab0)) {
    if (local_14 == *(float *)(iVar5 + 0x1ab4)) goto LAB_004f8aa6;
  }
  else {
    (**(code **)(*(int *)(iVar5 + 0x1a40) + 4))(iVar5 + 0x1a40,iVar5 + 0x1ab0);
    *(float *)(iVar5 + 0x1ab0) = fVar7;
    iVar5 = *(int *)(this + 0x810);
    if (local_14 == *(float *)(iVar5 + 0x1ab4)) goto LAB_004f8aa6;
  }
  fVar7 = local_14;
  (**(code **)(*(int *)(iVar5 + 0x1a40) + 4))(iVar5 + 0x1a40,iVar5 + 0x1ab0);
  *(float *)(iVar5 + 0x1ab4) = fVar7;
  iVar5 = *(int *)(this + 0x810);
LAB_004f8aa6:
  fVar7 = local_10;
  if (local_10 == *(float *)(iVar5 + 0x1ab8)) {
    return;
  }
  (**(code **)(*(int *)(iVar5 + 0x1a40) + 4))(iVar5 + 0x1a40,iVar5 + 0x1ab0);
  *(float *)(iVar5 + 0x1ab8) = fVar7;
  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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