CTerrorPlayerAnimState::ConvergeAngles
0x00513010 · 281 bytes · __thiscall
_ZN22CTerrorPlayerAnimState14ConvergeAnglesEfffffRf
Decompiled
undefined (7 params)
/* CTerrorPlayerAnimState::ConvergeAngles(float, float, float, float, float, float&) */
void __thiscall
CTerrorPlayerAnimState::ConvergeAngles
(CTerrorPlayerAnimState *this,float param_1,float param_2,float param_3,float param_4,
float param_5,float *param_6)
{
longdouble lVar1;
longdouble lVar2;
float fVar3;
float fVar4;
float fVar5;
lVar1 = (longdouble)AngleNormalize(param_1 - *param_6);
fVar5 = ABS((float)lVar1);
lVar2 = (longdouble)AngleNormalize(param_2 - *param_6);
if (45.0 <= fVar5) {
fVar3 = 1.0;
}
else {
fVar3 = fVar5 * 0.022222223;
if (fVar3 <= 0.01) {
fVar3 = 0.01;
}
if (1.0 <= fVar3) {
fVar3 = 1.0;
}
}
fVar4 = fVar3 * param_3;
if (param_4 <= fVar3 * param_3) {
fVar4 = param_4;
}
fVar4 = fVar4 * param_5;
if (fVar4 <= fVar5) {
if ((float)(~-(uint)(90.0 < fVar5) & (uint)(float)lVar1 |
(uint)(float)lVar2 & -(uint)(90.0 < fVar5)) <= 0.0) {
fVar4 = -fVar4;
}
lVar1 = (longdouble)AngleNormalize(fVar4 + *param_6);
*param_6 = (float)lVar1;
return;
}
lVar1 = (longdouble)AngleNormalize(param_1);
*param_6 = (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.