L L4D2node

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 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)