L L4D2node

Vector_Decode

0x001487d0 · 281 bytes · __cdecl

_Z13Vector_DecodeP10DecodeInfo

Decompiled

undefined (1 param)

/* Vector_Decode(DecodeInfo*) */

void Vector_Decode(DecodeInfo *param_1)

{
  bf_read *pbVar1;
  SendProp *pSVar2;
  bf_read *pbVar3;
  uint uVar4;
  undefined4 *puVar5;
  undefined4 in_XMM0_Da;
  float fVar6;
  
  pSVar2 = *(SendProp **)(param_1 + 0x24);
  pbVar3 = *(bf_read **)(param_1 + 0x28);
  DecodeFloat(pSVar2,pbVar3);
  *(undefined4 *)(param_1 + 4) = in_XMM0_Da;
  DecodeFloat(pSVar2,pbVar3);
  *(undefined4 *)(param_1 + 8) = in_XMM0_Da;
  if (((byte)pSVar2[0x3c] & 0x20) == 0) {
    DecodeFloat(pSVar2,pbVar3);
    *(undefined4 *)(param_1 + 0xc) = in_XMM0_Da;
  }
  else {
    uVar4 = *(uint *)(pbVar3 + 0x10);
    pbVar1 = pbVar3 + 0x14;
    *(int *)pbVar1 = *(int *)pbVar1 + -1;
    if (*(int *)pbVar1 == 0) {
      puVar5 = *(undefined4 **)(pbVar3 + 0x18);
      *(undefined4 *)(pbVar3 + 0x14) = 0x20;
      if (puVar5 == *(undefined4 **)(pbVar3 + 0x1c)) {
        *(undefined4 *)(pbVar3 + 0x14) = 1;
        *(undefined4 *)(pbVar3 + 0x10) = 0;
        *(undefined4 **)(pbVar3 + 0x18) = puVar5 + 1;
      }
      else if (*(undefined4 **)(pbVar3 + 0x1c) < puVar5) {
        pbVar3[4] = (bf_read)0x1;
        *(undefined4 *)(pbVar3 + 0x10) = 0;
      }
      else {
        *(undefined4 **)(pbVar3 + 0x18) = puVar5 + 1;
        *(undefined4 *)(pbVar3 + 0x10) = *puVar5;
      }
    }
    else {
      *(uint *)(pbVar3 + 0x10) = uVar4 >> 1;
    }
    fVar6 = *(float *)(param_1 + 8) * *(float *)(param_1 + 8) +
            *(float *)(param_1 + 4) * *(float *)(param_1 + 4);
    if (fVar6 < 1.0) {
      *(float *)(param_1 + 0xc) = SQRT(1.0 - fVar6);
    }
    else {
      *(undefined4 *)(param_1 + 0xc) = 0;
    }
    if ((uVar4 & 1) != 0) {
      *(uint *)(param_1 + 0xc) = *(uint *)(param_1 + 0xc) ^ 0x80000000;
    }
  }
  if (*(int *)param_1 != 0) {
    (**(code **)(*(int *)param_1 + 0x20))
              (param_1,*(undefined4 *)(param_1 + 0x1c),*(undefined4 *)(param_1 + 0x20));
  }
  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)