L L4D2node

InitSinCosTable

0x00271bc0 · 77 bytes · unknown

_Z15InitSinCosTablev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* InitSinCosTable() */

void InitSinCosTable(void)

{
  int iVar1;
  double dVar2;
  
  dVar2 = 0.0;
  iVar1 = 0;
  while( true ) {
    (&SinCosTable)[iVar1] = (float)dVar2;
    iVar1 = iVar1 + 1;
    if (iVar1 == 0x100) break;
    dVar2 = sin((double)iVar1 * 0.02454369260617026);
  }
  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)