L L4D2node

CPropMountedGun::UpdatePoseParameters

0x00551150 · 349 bytes · __thiscall

_ZN15CPropMountedGun20UpdatePoseParametersEv

Decompiled

undefined (1 param)

/* CPropMountedGun::UpdatePoseParameters() */

void __thiscall CPropMountedGun::UpdatePoseParameters(CPropMountedGun *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 *)(MountedGunFireThinkInterval._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 + 0x1620);
  fVar11 = (float)lVar9;
  if (-1 < (int)*(float *)(this + 0x1618)) {
    UpdatePoseParameter((int)this,*(float *)(this + 0x1618),fVar1,in_stack_ffffffd8,(float)lVar9);
    fVar11 = fVar10;
  }
  *(float *)(this + 0x1620) = fVar11;
  lVar9 = (longdouble)AngleNormalize(fVar8);
  fVar8 = *(float *)(this + 0x161c);
  fVar10 = (float)lVar9;
  if (-1 < *(int *)(this + 0x1618)) {
    UpdatePoseParameter((int)this,*(float *)(this + 0x1614),fVar1,in_stack_ffffffd8,(float)lVar9);
    fVar10 = fVar8;
  }
  *(float *)(this + 0x161c) = fVar10;
  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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Return-type handling cheatsheet (DHookReturn)