L L4D2node

Vector_IsEncodedZero

0x001494e0 · 274 bytes · __cdecl

_Z20Vector_IsEncodedZeroPK8SendPropP7bf_read

Decompiled

undefined (2 params)

/* Vector_IsEncodedZero(SendProp const*, bf_read*) */

bool Vector_IsEncodedZero(SendProp *param_1,bf_read *param_2)

{
  bf_read *pbVar1;
  uint uVar2;
  undefined4 *puVar3;
  float in_XMM0_Da;
  float fVar4;
  float fVar5;
  
  DecodeFloat(param_1,param_2);
  fVar4 = in_XMM0_Da;
  DecodeFloat(param_1,param_2);
  if (((byte)param_1[0x3c] & 0x20) == 0) {
    fVar5 = fVar4;
    DecodeFloat(param_1,param_2);
  }
  else {
    uVar2 = *(uint *)(param_2 + 0x10);
    pbVar1 = param_2 + 0x14;
    *(int *)pbVar1 = *(int *)pbVar1 + -1;
    if (*(int *)pbVar1 == 0) {
      puVar3 = *(undefined4 **)(param_2 + 0x18);
      *(undefined4 *)(param_2 + 0x14) = 0x20;
      if (puVar3 == *(undefined4 **)(param_2 + 0x1c)) {
        *(undefined4 *)(param_2 + 0x14) = 1;
        *(undefined4 *)(param_2 + 0x10) = 0;
        *(undefined4 **)(param_2 + 0x18) = puVar3 + 1;
      }
      else if (*(undefined4 **)(param_2 + 0x1c) < puVar3) {
        param_2[4] = (bf_read)0x1;
        *(undefined4 *)(param_2 + 0x10) = 0;
      }
      else {
        *(undefined4 **)(param_2 + 0x18) = puVar3 + 1;
        *(undefined4 *)(param_2 + 0x10) = *puVar3;
      }
    }
    else {
      *(uint *)(param_2 + 0x10) = uVar2 >> 1;
    }
    fVar5 = fVar4 * fVar4 + in_XMM0_Da * in_XMM0_Da;
    if (fVar5 < 1.0) {
      fVar5 = SQRT(1.0 - fVar5);
    }
    else {
      fVar5 = 0.0;
    }
    if ((uVar2 & 1) != 0) {
      fVar5 = -fVar5;
    }
  }
  if ((in_XMM0_Da == 0.0) && (fVar4 == 0.0)) {
    return fVar5 == 0.0;
  }
  return false;
}

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)