L L4D2node

SharedVehicleViewSmoothing

0x00583ae0 · 1940 bytes · __cdecl

_Z26SharedVehicleViewSmoothingP11CBasePlayerP6VectorP6QAnglebbRKS1_P19ViewSmoothingData_tPf

Decompiled

undefined (8 params)

/* SharedVehicleViewSmoothing(CBasePlayer*, Vector*, QAngle*, bool, bool, Vector const&,
   ViewSmoothingData_t*, float*) */

void SharedVehicleViewSmoothing
               (CBasePlayer *param_1,Vector *param_2,QAngle *param_3,bool param_4,bool param_5,
               Vector *param_6,ViewSmoothingData_t *param_7,float *param_8)

{
  float fVar1;
  float fVar2;
  CBaseAnimating *this;
  int iVar3;
  undefined4 *puVar4;
  int iVar5;
  int iVar6;
  CStudioHdr *pCVar7;
  CStudioHdr *pCVar8;
  longdouble lVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float fVar14;
  float local_15c;
  float local_158;
  matrix3x4_t *local_144;
  Vector local_13c [12];
  float local_130;
  float local_12c;
  float local_128;
  float local_124 [4];
  float local_114;
  float local_110;
  matrix3x4_t local_10c [48];
  matrix3x4_t local_dc [48];
  matrix3x4_t local_ac [48];
  Vector local_7c [48];
  QAngle local_4c [60];
  
  iVar3 = CBaseAnimating::LookupAttachment(*(CBaseAnimating **)param_7,"vehicle_driver_eyes");
  CBaseAnimating::GetAttachment(*(CBaseAnimating **)param_7,iVar3,local_13c,(QAngle *)&local_130);
  AngleMatrix((QAngle *)&local_130,local_10c);
  puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0x238))(param_1);
  *(undefined4 *)param_3 = *puVar4;
  *(undefined4 *)(param_3 + 4) = puVar4[1];
  *(undefined4 *)(param_3 + 8) = puVar4[2];
  if ((*(int *)(r_VehicleViewDampen._28_4_ + 0x30) != 0) &&
     (param_7[0x3c] != (ViewSmoothingData_t)0x0)) {
    (**(code **)(**(int **)param_7 + 0x3b0))(*(int **)param_7,local_13c,&local_130);
  }
  iVar5 = gpGlobals;
  if (param_4 || param_5) {
    if (param_7[0x3e] == (ViewSmoothingData_t)0x0) {
      param_7[0x3d] = (ViewSmoothingData_t)0x1;
      this = *(CBaseAnimating **)param_7;
      *(undefined4 *)(param_7 + 0x40) = *(undefined4 *)(iVar5 + 0xc);
      pCVar7 = *(CStudioHdr **)(this + 0x13e0);
      iVar5 = *(int *)(this + 0x494);
      if (pCVar7 == (CStudioHdr *)0x0) {
        iVar6 = CBaseEntity::GetModel((CBaseEntity *)this);
        if (iVar6 == 0) {
          pCVar7 = *(CStudioHdr **)(this + 0x13e0);
        }
        else {
          CBaseAnimating::LockStudioHdr(this);
          pCVar7 = *(CStudioHdr **)(this + 0x13e0);
        }
        pCVar8 = (CStudioHdr *)0x0;
        if (pCVar7 != (CStudioHdr *)0x0) goto LAB_00584181;
      }
      else {
LAB_00584181:
        pCVar8 = (CStudioHdr *)0x0;
        if (*(int *)pCVar7 != 0) {
          pCVar8 = pCVar7;
        }
      }
      lVar9 = (longdouble)CBaseAnimating::SequenceDuration(this,pCVar8,iVar5);
      *(float *)(param_7 + 0x44) = (float)lVar9;
      lVar9 = (longdouble)AngleDiff(local_130,*(float *)(param_7 + 0x48));
      *(float *)(param_7 + 0x60) = (float)lVar9;
      lVar9 = (longdouble)AngleDiff(local_12c,*(float *)(param_7 + 0x4c));
      *(float *)(param_7 + 100) = (float)lVar9;
      lVar9 = (longdouble)AngleDiff(local_128,*(float *)(param_7 + 0x50));
      *(undefined4 *)(param_7 + 0x6c) = *(undefined4 *)(param_7 + 0x60);
      *(float *)(param_7 + 0x68) = (float)lVar9;
      *(undefined4 *)(param_7 + 0x70) = *(undefined4 *)(param_7 + 100);
      *(float *)(param_7 + 0x74) = (float)lVar9;
    }
    param_7[0x3e] = (ViewSmoothingData_t)0x1;
  }
  else {
    param_7[0x3e] = (ViewSmoothingData_t)0x0;
    if (param_7[0x3d] == (ViewSmoothingData_t)0x0) {
      fVar10 = 0.0;
      local_15c = 0.0;
      goto LAB_00583c53;
    }
  }
  *(float *)param_3 = local_130;
  iVar5 = gpGlobals;
  *(float *)(param_3 + 4) = local_12c;
  *(float *)(param_3 + 8) = local_128;
  local_15c = *(float *)(iVar5 + 0xc) - *(float *)(param_7 + 0x40);
  fVar10 = local_15c / *(float *)(param_7 + 0x44);
  local_15c = local_15c / (*(float *)(param_7 + 0x44) * 0.85);
  if (fVar10 <= 0.0) {
    fVar10 = 0.0;
  }
  if (1.0 <= fVar10) {
    fVar10 = 1.0;
  }
  if (local_15c <= 0.0) {
    local_15c = 0.0;
  }
  if (1.0 <= local_15c) {
    local_15c = 1.0;
  }
  if (1.0 <= fVar10) {
    param_7[0x3d] = (ViewSmoothingData_t)0x0;
    if (!param_5) {
      CBaseAnimating::GetAttachmentLocal(*(CBaseAnimating **)param_7,iVar3,local_7c,local_4c);
    }
  }
LAB_00583c53:
  local_144 = (matrix3x4_t *)local_7c;
  local_158 = 0.0;
  AngleMatrix(param_3,local_dc);
  MatrixInvert(local_10c,local_ac);
  ConcatTransforms(local_ac,local_dc,local_144);
  if (param_7[4] != (ViewSmoothingData_t)0x0) {
    RemapViewAngles(param_7,(QAngle *)&local_130);
  }
  AngleMatrix((QAngle *)&local_130,local_13c,local_10c);
  ConcatTransforms(local_10c,local_144,(matrix3x4_t *)local_4c);
  MatrixAngles((matrix3x4_t *)local_4c,(float *)param_3);
  MatrixGetColumn((matrix3x4_t *)local_4c,3,param_2);
  iVar3 = CBasePlayer::GetDefaultFOV(param_1);
  fVar14 = (float)iVar3;
  if ((param_4 || param_5) || (param_7[0x3d] != (ViewSmoothingData_t)0x0)) {
    fVar10 = fVar10 * fVar10 * 3.0 - (fVar10 + fVar10) * fVar10 * fVar10;
    if (fVar10 <= 0.0) {
      fVar10 = local_158;
    }
    if (1.0 <= fVar10) {
      fVar10 = 1.0;
    }
    local_124[2] = 1.0 - fVar10;
    fVar13 = *(float *)(param_7 + 0x60) * local_124[2];
    local_124[1] = *(float *)(param_7 + 100) * local_124[2];
    local_124[2] = local_124[2] * *(float *)(param_7 + 0x68);
    local_124[0] = fVar13;
    lVar9 = (longdouble)AngleDiff(local_130,*(float *)(param_7 + 0x48));
    fVar12 = (float)lVar9;
    local_124[3] = fVar12;
    lVar9 = (longdouble)AngleDiff(local_12c,*(float *)(param_7 + 0x4c));
    local_114 = (float)lVar9;
    lVar9 = (longdouble)AngleDiff(local_128,*(float *)(param_7 + 0x50));
    local_110 = (float)lVar9;
    iVar3 = 0;
    while( true ) {
      fVar11 = ABS(*(float *)(param_7 + iVar3 * 4 + 0x6c));
      if (ABS(fVar12) < ABS(*(float *)(param_7 + iVar3 * 4 + 0x6c))) {
        *(float *)(param_7 + iVar3 * 4 + 0x6c) = fVar12;
        fVar11 = ABS(fVar12);
      }
      if (ABS(fVar13) < fVar11) {
        *(float *)(param_7 + iVar3 * 4 + 0x6c) = fVar13;
      }
      iVar5 = iVar3 + 1;
      if (iVar5 == 3) break;
      fVar12 = local_124[iVar3 + 4];
      fVar13 = local_124[iVar5];
      iVar3 = iVar5;
    }
    fVar12 = *(float *)param_3;
    fVar13 = *(float *)(param_7 + 0x6c);
    *(float *)param_3 = fVar12 - fVar13;
    *(float *)(param_3 + 4) = *(float *)(param_3 + 4) - *(float *)(param_7 + 0x70);
    *(float *)(param_3 + 8) = *(float *)(param_3 + 8) - *(float *)(param_7 + 0x74);
    *(float *)(param_7 + 0x48) = fVar12 - fVar13;
    *(undefined4 *)(param_7 + 0x4c) = *(undefined4 *)(param_3 + 4);
    *(undefined4 *)(param_7 + 0x50) = *(undefined4 *)(param_3 + 8);
    fVar12 = *(float *)param_2;
    fVar13 = *(float *)(param_2 + 4);
    fVar11 = *(float *)(param_2 + 8);
    if (param_5) {
      fVar1 = *(float *)(param_6 + 8);
      fVar2 = *(float *)param_6;
      *(float *)(param_2 + 4) = (*(float *)(param_6 + 4) - fVar13) * fVar10 + fVar13;
      *(float *)(param_2 + 8) = (fVar1 - fVar11) * fVar10 + fVar11;
      *(float *)param_2 = (fVar2 - fVar12) * fVar10 + fVar12;
      if ((param_8 != (float *)0x0) && (fVar10 = *(float *)(param_7 + 0x18), fVar14 < fVar10)) {
        *param_8 = (fVar14 - fVar10) * local_15c + fVar10;
        return;
      }
    }
    else {
      fVar1 = *(float *)(param_7 + 0x5c);
      fVar2 = *(float *)(param_7 + 0x58);
      *(float *)param_2 =
           (fVar12 - *(float *)(param_7 + 0x54)) * fVar10 + *(float *)(param_7 + 0x54);
      *(float *)(param_2 + 8) = (fVar11 - fVar1) * fVar10 + fVar1;
      *(float *)(param_2 + 4) = (fVar13 - fVar2) * fVar10 + fVar2;
      if ((param_8 != (float *)0x0) && (fVar14 < *(float *)(param_7 + 0x18))) {
        *param_8 = (*(float *)(param_7 + 0x18) - fVar14) * local_15c + fVar14;
      }
    }
  }
  else if ((param_8 != (float *)0x0) && (fVar14 < *(float *)(param_7 + 0x18))) {
    *param_8 = *(float *)(param_7 + 0x18);
    return;
  }
  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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