L L4D2node

CFuncTrackTrain::DoUpdateOrientation

0x00b0d170 · 577 bytes · __thiscall

_ZN15CFuncTrackTrain19DoUpdateOrientationERK6QAngleS2_f

Decompiled

undefined (4 params)

/* CFuncTrackTrain::DoUpdateOrientation(QAngle const&, QAngle const&, float) */

void __thiscall
CFuncTrackTrain::DoUpdateOrientation
          (CFuncTrackTrain *this,QAngle *param_1,QAngle *param_2,float param_3)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  float fVar4;
  float local_28;
  float local_24;
  float local_20;
  
  if (((byte)this[0x148] & 1) == 0) {
    lVar2 = (longdouble)AngleDistance(*(float *)param_2,*(float *)param_1);
    fVar3 = (float)lVar2;
    lVar2 = (longdouble)AngleDistance(*(float *)(param_2 + 4),*(float *)(param_1 + 4));
    local_24 = (float)lVar2;
    if (ABS(fVar3) < 0.1) goto LAB_00b0d1d0;
  }
  else {
    lVar2 = (longdouble)AngleDistance(*(float *)(param_2 + 4),*(float *)(param_1 + 4));
    local_24 = (float)lVar2;
LAB_00b0d1d0:
    fVar3 = 0.0;
  }
  if (ABS(local_24) < 0.1) {
    local_24 = 0.0;
  }
  if (param_3 == 0.0) {
    param_3 = 0.1;
  }
  local_24 = local_24 / param_3;
  local_20 = *(float *)(this + 0x288);
  local_28 = fVar3 / param_3;
  fVar3 = *(float *)(this + 0x474);
  if (fVar3 != 0.0) {
    fVar1 = *(float *)(param_1 + 8);
    if (local_24 < -5.0) {
      fVar4 = -fVar3;
    }
    else {
      fVar4 = fVar3;
      if (local_24 <= 5.0) {
        lVar2 = (longdouble)ApproachAngle(0.0,fVar1,fVar3 * 4.0);
        lVar2 = (longdouble)AngleDistance((float)lVar2,fVar1);
        local_20 = (float)lVar2 * 4.0;
        goto LAB_00b0d29b;
      }
    }
    lVar2 = (longdouble)ApproachAngle(fVar4,fVar1,fVar3 + fVar3);
    lVar2 = (longdouble)AngleDistance((float)lVar2,fVar1);
    local_20 = (float)lVar2;
  }
LAB_00b0d29b:
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_28);
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)