CPropMinigun::UpdatePoseParameters
0x0054bb90 · 349 bytes · __thiscall
_ZN12CPropMinigun20UpdatePoseParametersEv
Decompiled
undefined (1 param)
/* CPropMinigun::UpdatePoseParameters() */
void __thiscall CPropMinigun::UpdatePoseParameters(CPropMinigun *this)
{
float fVar1;
uint uVar2;
int *piVar3;
char cVar4;
float *pfVar5;
float *pfVar6;
undefined *puVar7;
float fVar8;
longdouble lVar9;
float fVar10;
float fVar11;
float in_stack_ffffffd8;
fVar1 = *(float *)(MinigunFireThinkInterval._28_4_ + 0x2c);
uVar2 = *(uint *)(this + 0x15cc);
fVar8 = DAT_01053d40;
fVar10 = vec3_angle;
if ((((uVar2 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar2 >> 0xc)) &&
((piVar3 = *(int **)(puVar7 + 4), piVar3 != (int *)0x0 &&
(cVar4 = (**(code **)(*piVar3 + 0x16c))(piVar3), fVar8 = DAT_01053d40, fVar10 = vec3_angle,
cVar4 != '\0')))) {
pfVar5 = (float *)(**(code **)(*(int *)this + 0x238))(this);
pfVar6 = (float *)(**(code **)(*piVar3 + 0x238))(piVar3);
fVar8 = pfVar6[1] - pfVar5[1];
fVar10 = *pfVar6 - *pfVar5;
}
lVar9 = (longdouble)AngleNormalize(fVar10);
fVar10 = *(float *)(this + 0x162c);
fVar11 = (float)lVar9;
if (-1 < (int)*(float *)(this + 0x1624)) {
UpdatePoseParameter((int)this,*(float *)(this + 0x1624),fVar1,in_stack_ffffffd8,(float)lVar9);
fVar11 = fVar10;
}
*(float *)(this + 0x162c) = fVar11;
lVar9 = (longdouble)AngleNormalize(fVar8);
fVar8 = *(float *)(this + 0x1628);
fVar10 = (float)lVar9;
if (-1 < *(int *)(this + 0x1624)) {
UpdatePoseParameter((int)this,*(float *)(this + 0x1620),fVar1,in_stack_ffffffd8,(float)lVar9);
fVar10 = fVar8;
}
*(float *)(this + 0x1628) = fVar10;
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.