L L4D2node

CFrameTimer::ComputeFrameVariability

0x001767d0 · 631 bytes · __thiscall

_ZN11CFrameTimer23ComputeFrameVariabilityEv

Decompiled

undefined (1 param)

/* CFrameTimer::ComputeFrameVariability() */

void __thiscall CFrameTimer::ComputeFrameVariability(CFrameTimer *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  double dVar6;
  float fVar7;
  float fVar8;
  double dVar9;
  double dVar10;
  float fVar11;
  
  iVar2 = *(int *)(this + 0x1ac);
  dVar9 = *(double *)(this + 0x58);
  *(float *)(this + iVar2 * 4 + 0xe4) = (float)dVar9;
  iVar2 = iVar2 + 1;
  if (iVar2 < 0x32) {
    *(int *)(this + 0x1ac) = iVar2;
  }
  else {
    *(undefined4 *)(this + 0x1ac) = 0;
    iVar2 = 0;
  }
  fVar7 = 0.0;
  fVar5 = 0.0;
  iVar3 = 0;
  iVar1 = iVar2;
  while( true ) {
    iVar1 = iVar1 + -1;
    if (iVar1 < 0) {
      iVar1 = 0x31;
    }
    if (*(float *)(this + iVar1 * 4 + 0xe4) == 0.0) break;
    fVar5 = fVar5 + *(float *)(this + iVar1 * 4 + 0xe4);
    iVar3 = iVar3 + 1;
    if ((0.5 < fVar5) || (0x31 < iVar3)) goto LAB_00176878;
  }
  if (iVar3 == 0) {
    *(undefined8 *)(this + 0x60) = 0;
    *(undefined8 *)(this + 0x68) = 0;
    return;
  }
LAB_00176878:
  iVar1 = 0;
  fVar8 = 1.0;
  fVar5 = 0.0;
  fVar11 = 0.0;
  while( true ) {
    iVar2 = iVar2 + -1;
    if (iVar2 < 0) {
      iVar2 = 0x31;
    }
    fVar5 = fVar5 + fVar8;
    iVar1 = iVar1 + 1;
    fVar11 = *(float *)(this + iVar2 * 4 + 0xe4) * fVar8 + fVar11;
    if (iVar3 <= iVar1) break;
    lVar4 = (longdouble)__exp_finite((double)((float)iVar1 * (-2.0 / (float)iVar3)));
    fVar8 = (float)lVar4;
  }
  fVar8 = fVar7;
  if (fVar11 / fVar5 != 0.0) {
    fVar8 = 1.0 / (fVar11 / fVar5);
  }
  dVar10 = 0.0;
  if (dVar9 != 0.0) {
    fVar7 = (float)(1.0 / dVar9);
  }
  iVar2 = 0;
  iVar1 = 0;
  dVar9 = 0.0;
  *(double *)(this + 0x60) = (double)ABS(fVar7 - fVar8);
  do {
    fVar5 = *(float *)(this + iVar2 * 4 + 0xe4);
    if (fVar5 != 0.0) {
      dVar6 = 0.25;
      if (fVar5 < 0.25) {
        dVar6 = (double)fVar5;
      }
      dVar9 = dVar9 + dVar6;
      iVar1 = iVar1 + 1;
    }
    iVar2 = iVar2 + 1;
  } while (iVar2 != 0x32);
  if (iVar1 < 2) {
    return;
  }
  iVar2 = 0;
  do {
    fVar5 = *(float *)(this + iVar2 * 4 + 0xe4);
    if (fVar5 != 0.0) {
      dVar6 = 0.25;
      if (fVar5 < 0.25) {
        dVar6 = (double)fVar5;
      }
      dVar6 = dVar6 - dVar9 / (double)iVar1;
      dVar10 = dVar10 + dVar6 * dVar6;
    }
    iVar2 = iVar2 + 1;
  } while (iVar2 != 0x32);
  *(double *)(this + 0x68) = SQRT(dVar10 / (double)(iVar1 + -1));
  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)