L L4D2node

CTerrorPlayerAnimState::GetTurnRate

0x00513bb0 · 311 bytes · __thiscall

_ZN22CTerrorPlayerAnimState11GetTurnRateEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::GetTurnRate() */

longdouble __thiscall CTerrorPlayerAnimState::GetTurnRate(CTerrorPlayerAnimState *this)

{
  uint uVar1;
  CBaseEntity *this_00;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  undefined *puVar5;
  longdouble lVar6;
  float fVar7;
  
  if ((((((&DAT_000039f1)[*(int *)(this + 0x118)] == '\0') &&
        (*(char *)(*(int *)(this + 0x118) + 0x186) != '\t')) &&
       (this[0x167] == (CTerrorPlayerAnimState)0x0)) &&
      (((this[0x164] == (CTerrorPlayerAnimState)0x0 && (this[0x159] == (CTerrorPlayerAnimState)0x0))
       && ((this[0x15d] == (CTerrorPlayerAnimState)0x0 &&
           (cVar2 = IsChainsawing(this), cVar2 == '\0')))))) &&
     (((uVar1 = *(uint *)(*(int *)(this + 0x118) + 0x2a4c), uVar1 == 0xffffffff ||
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
      ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))))) {
    uVar3 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    cVar2 = CTerrorPlayer::IsMotionControlledZ(*(CTerrorPlayer **)(this + 0x118),uVar3);
    if (cVar2 == '\0') {
      this_00 = *(CBaseEntity **)(this + 0x118);
      iVar4 = CBaseEntity::GetTeamNumber(this_00);
      if (((iVar4 == 3) && (iVar4 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar4 == 8)) ||
         (lVar6 = (longdouble)CMultiPlayerAnimState::GetOuterXYSpeed((CMultiPlayerAnimState *)this),
         0.5 < (float)lVar6)) {
        return (longdouble)2.0;
      }
      fVar7 = 1.0;
      goto LAB_00513be8;
    }
  }
  fVar7 = 5.0;
LAB_00513be8:
  return (longdouble)fVar7;
}

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)