// module:
void __thiscall CTaskSimpleJump::Launch(void *this, CPed *ped)
{
  __int16 *Association; // eax
  double v5; // st7
  __int16 *v6; // eax
  std::codecvt_base *v7; // ecx
  int v8; // eax
  long double v9; // st7
  long double v10; // st7
  CAnimBlendAssociation *v11; // eax
  RpHAnimHierarchy *AnimHierarchyFromSkinClump; // ebp
  signed int v13; // edi
  RwMatrix *MatrixArray; // eax
  CMatrixLink *m_pMatrix; // eax
  double v16; // st6
  float z; // ecx
  float v18; // edx
  double v19; // st5
  float v20; // ecx
  int z_low; // edx
  RpClump *v22; // edx
  RpHAnimHierarchy *v23; // ebp
  signed int v24; // edi
  RwMatrix *v25; // eax
  unsigned int m_dwTimeWhenDead; // eax
  unsigned int v27; // eax
  RpClump *m_pRwClump; // [esp-4h] [ebp-5Ch]
  int a5; // [esp+10h] [ebp-48h]
  int a5a; // [esp+10h] [ebp-48h]
  float a4; // [esp+14h] [ebp-44h]
  float a7; // [esp+18h] [ebp-40h]
  float v33; // [esp+1Ch] [ebp-3Ch]
  float v34; // [esp+20h] [ebp-38h]
  float v35; // [esp+24h] [ebp-34h]
  RwV3d a3; // [esp+28h] [ebp-30h] BYREF
  float x; // [esp+34h] [ebp-24h]
  float y; // [esp+38h] [ebp-20h]
  float v39; // [esp+3Ch] [ebp-1Ch]
  float v40; // [esp+40h] [ebp-18h]
  float v41; // [esp+44h] [ebp-14h]
  int v42; // [esp+48h] [ebp-10h]
  float v43; // [esp+54h] [ebp-4h]
  float peda; // [esp+5Ch] [ebp+4h]
  int pedb; // [esp+5Ch] [ebp+4h]

  *&a5 = f_0_1;
  Association = RpAnimBlendClumpGetAssociation(ped->physical.entity.object.m_pRwClump, 2);
  if ( Association )
  {
    v5 = (0.22 - 0.17) * *(Association + 6) + 0.17;
LABEL_5:
    *&a5 = v5;
    goto LABEL_6;
  }
  v6 = RpAnimBlendClumpGetAssociation(ped->physical.entity.object.m_pRwClump, 1);
  if ( v6 )
  {
    v5 = (0.17 - 0.1) * *(v6 + 6) + 0.1;
    goto LABEL_5;
  }
LABEL_6:
  peda = f4_5;
  if ( CPed::IsPlayer(ped) || *(this + 37) )
    peda = f8_5;
  if ( ped->m_pPlayerData )
  {
    *&a5 = CStats::GetFatAndMuscleModifier(2u) * *&a5;
    peda = CStats::GetFatAndMuscleModifier(2u) * peda;
  }
  if ( CCheat::m_aCheatsActive.MegaJump && CPed::IsPlayer(ped) )
    peda = peda * 10.0;
  x = 0.0;
  v39 = peda;
  y = 0.0;
  CPhysical::ApplyMoveForce(&ped->physical, 0.0, 0.0, peda);
  if ( *(this + 34) )
  {
    ped->physical.m_vecMoveSpeed.x = 0.0;
    ped->physical.m_vecMoveSpeed.y = 0.0;
  }
  else if ( (*&a5 * *&a5 > ped->physical.m_vecMoveSpeed.x * ped->physical.m_vecMoveSpeed.x
                         + ped->physical.m_vecMoveSpeed.y * ped->physical.m_vecMoveSpeed.y
          || ped->field_568)
         && !*(this + 7) )
  {
    v8 = ped->field_568;
    v9 = sin(ped->m_fCurrentRotation) * *&a5;
    if ( v8 )
    {
      ped->physical.m_vecMoveSpeed.x = *(v8 + 68) - v9;
      v10 = cos(ped->m_fCurrentRotation) * *&a5 + *(v8 + 72);
    }
    else
    {
      ped->physical.m_vecMoveSpeed.x = -v9;
      v10 = cos(ped->m_fCurrentRotation) * *&a5;
    }
    ped->physical.m_vecMoveSpeed.y = v10;
  }
  ped->m_nPedFlags[0] = ped->m_nPedFlags[0] & 0xFFFFFDFE | 0x200;
  if ( !*(this + 7) )
  {
    if ( *(this + 34) )
    {
      v11 = CAnimManager::BlendAnimation(ped->physical.entity.object.m_pRwClump, 0, 0x80u, 8.0);
      LOBYTE(v11->m_clumpAssoc.sFlags) |= 8u;
    }
    else
    {
      CAnimManager::BlendAnimation(ped->physical.entity.object.m_pRwClump, 0, 0x76u, 8.0);
    }
  }
  if ( (ped->m_nPedFlags[0] & 0x10000000) != 0 && CLocalisation::Blood(v7) )
  {
    m_pRwClump = ped->physical.entity.object.m_pRwClump;
    memset(&a3, 0, sizeof(a3));
    AnimHierarchyFromSkinClump = GetAnimHierarchyFromSkinClump(m_pRwClump);
    v13 = RpHAnimIDGetIndex(AnimHierarchyFromSkinClump, ped->m_apPedBones[9]->m_nNodeId);
    MatrixArray = RpHAnimHierarchyGetMatrixArray(AnimHierarchyFromSkinClump);
    RwV3dTransformPoints(&a3, &a3, 1, &MatrixArray[v13]);
    m_pMatrix = ped->physical.entity.placeable.m_pMatrix;
    x = m_pMatrix->mat.top.x;
    v16 = x * 0.2;
    z = m_pMatrix->mat.top.z;
    y = m_pMatrix->mat.top.y;
    v33 = v16;
    v18 = m_pMatrix->mat.right.x;
    v39 = z;
    v19 = y * 0.2;
    v20 = m_pMatrix->mat.right.y;
    v40 = v18;
    z_low = LODWORD(m_pMatrix->mat.right.z);
    v34 = v19;
    v41 = v20;
    v35 = v39 * 0.2;
    v43 = v35;
    v42 = z_low;
    a3.x = v16 + a3.x;
    a3.y = v19 + a3.y;
    a3.z = v35 + a3.z - 0.1;
    a7 = v20 * 0.14;
    *&pedb = v40 * 0.14;
    *&a5a = y * 0.25999999;
    a4 = x * 0.25999999;
    CShadows::AddPermanentShadow(1, gpBloodPoolTex, &a3, a4, a5a, pedb, a7, 255, 255, 0, 0, 4.0, 3000, 1.0);
    x = 0.0;
    memset(&a3, 0, sizeof(a3));
    v22 = ped->physical.entity.object.m_pRwClump;
    y = 0.0;
    v39 = 0.0;
    v23 = GetAnimHierarchyFromSkinClump(v22);
    v24 = RpHAnimIDGetIndex(v23, ped->m_apPedBones[10]->m_nNodeId);
    v25 = RpHAnimHierarchyGetMatrixArray(v23);
    RwV3dTransformPoints(&a3, &a3, 1, &v25[v24]);
    a3.x = v33 + a3.x;
    a3.y = v34 + a3.y;
    v43 = v35;
    a3.z = v35 + a3.z - 0.1;
    CShadows::AddPermanentShadow(1, gpBloodPoolTex, &a3, a4, a5a, pedb, a7, 255, 255, 0, 0, 4.0, 3000, 1.0);
    m_dwTimeWhenDead = ped->m_dwTimeWhenDead;
    if ( m_dwTimeWhenDead <= 0x28 )
    {
      v27 = ped->m_nPedFlags[0] & 0xEFFFFFFF;
      ped->m_dwTimeWhenDead = 0;
      ped->m_nPedFlags[0] = v27;
    }
    else
    {
      ped->m_dwTimeWhenDead = m_dwTimeWhenDead - 40;
    }
  }
}

есть вот такой вот код, в нем переменная a5 почему-то использует знаки ```*&``` перед именем. что это значит?