L L4D2node

RemapViewAngles

0x00583960 · 370 bytes · __cdecl

_Z15RemapViewAnglesP19ViewSmoothingData_tR6QAngle

Decompiled

undefined (2 params)

/* RemapViewAngles(ViewSmoothingData_t*, QAngle&) */

void RemapViewAngles(ViewSmoothingData_t *param_1,QAngle *param_2)

{
  float fVar1;
  longdouble lVar2;
  longdouble lVar3;
  float local_30;
  undefined4 local_24;
  undefined4 local_20 [4];
  
  lVar2 = (longdouble)
          RemapAngleRange(*(float *)(param_1 + 8),*(float *)(param_1 + 0xc),*(float *)param_2,
                          (RemapAngleRange_CurvePart_t *)&local_24);
  lVar3 = (longdouble)AngleNormalize(*(float *)(param_2 + 8));
  fVar1 = (float)lVar3;
  *(float *)(param_2 + 8) = fVar1;
  if (ABS(*(float *)param_2) <= 60.0) {
    local_30 = 1.0;
  }
  else {
    local_30 = (ABS((float)lVar2) + -60.0) * 0.05;
    if (1.0 <= local_30) {
      local_30 = 1.0;
    }
    if (local_30 <= 0.0) {
      local_30 = 0.0;
    }
    local_30 = 1.0 - local_30;
  }
  lVar3 = (longdouble)
          RemapAngleRange(*(float *)(param_1 + 0x10),*(float *)(param_1 + 0x14),fVar1,
                          (RemapAngleRange_CurvePart_t *)local_20);
  lVar2 = (longdouble)ApplyViewLocking(*(undefined4 *)param_2,(float)lVar2,param_1 + 0x1c,local_24);
  *(float *)param_2 = (float)lVar2;
  lVar2 = (longdouble)
          ApplyViewLocking(*(undefined4 *)(param_2 + 8),((float)lVar3 - fVar1) * local_30 + fVar1,
                           param_1 + 0x2c,local_20[0]);
  *(float *)(param_2 + 8) = (float)lVar2;
  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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