CFourWheelVehiclePhysics::SteeringTurnAnalog
0x006aee30 · 315 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics18SteeringTurnAnalogEfRK15vehicleparams_tf
Decompiled
undefined (4 params)
/* CFourWheelVehiclePhysics::SteeringTurnAnalog(float, vehicleparams_t const&, float) */
void __thiscall
CFourWheelVehiclePhysics::SteeringTurnAnalog
(CFourWheelVehiclePhysics *this,float param_1,vehicleparams_t *param_2,float param_3)
{
longdouble lVar1;
uint uVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
uVar2 = -(uint)(0.0 < param_3 * 0.0025);
fVar6 = *(float *)(xbox_steering_deadzone._28_4_ + 0x2c);
fVar4 = (float)(~uVar2 & 0xbf800000 | uVar2 & 0x3f800000);
fVar3 = ABS(param_3 * 0.0025);
if (fVar6 == 1.0) {
fVar4 = (float)(-(uint)(1.0 <= fVar3) & (uint)fVar4);
}
else {
fVar6 = (fVar3 - fVar6) / (1.0 - fVar6);
if (1.0 <= fVar6) {
fVar6 = 1.0;
}
if (fVar6 <= 0.0) {
fVar6 = 0.0;
}
fVar4 = fVar6 * fVar4;
}
fVar6 = *(float *)(param_2 + 0x278);
fVar3 = *(float *)(param_2 + 0x274);
fVar5 = *(float *)(param_2 + 0x264);
if (fVar6 == fVar3) {
fVar5 = (float)(~-(uint)(param_1 < fVar6) & (uint)*(float *)(param_2 + 0x268) |
(uint)fVar5 & -(uint)(param_1 < fVar6));
}
else {
fVar6 = (param_1 - fVar3) / (fVar6 - fVar3);
if (1.0 <= fVar6) {
fVar6 = 1.0;
}
if (fVar6 <= 0.0) {
fVar6 = 0.0;
}
fVar5 = fVar5 + fVar6 * (*(float *)(param_2 + 0x268) - fVar5);
}
fVar6 = *(float *)(param_2 + 0x288);
this[0x21] = (CFourWheelVehiclePhysics)0x1;
fVar5 = fVar6 * *(float *)(gpGlobals + 0x10) * fVar5;
if (fVar5 != 0.0) {
lVar1 = (longdouble)Approach(fVar4,*(float *)(this + 0x10),fVar5);
fVar4 = (float)lVar1;
}
*(float *)(this + 0x10) = fVar4;
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.