L L4D2node

FloorDivMod

0x00272c50 · 296 bytes · __cdecl

_Z11FloorDivModddPiS_

Decompiled

undefined (4 params)

/* FloorDivMod(double, double, int*, int*) */

void FloorDivMod(double param_1,double param_2,int *param_3,int *param_4)

{
  double dVar1;
  int iVar2;
  uint uVar3;
  float fVar4;
  
  if (0.0 <= param_1) {
    fVar4 = (float)(param_1 - param_2 * ROUND(param_1 / param_2));
    iVar2 = (int)ROUND(fVar4);
    *param_3 = (int)ROUND(param_1 / param_2);
    *param_4 = iVar2 - (uint)(fVar4 < (float)iVar2);
    return;
  }
  dVar1 = ROUND(-param_1 / param_2);
  uVar3 = (uint)dVar1;
  fVar4 = (float)(-param_1 - dVar1 * param_2);
  iVar2 = (int)ROUND(fVar4);
  iVar2 = iVar2 - (uint)(fVar4 < (float)iVar2);
  if (iVar2 != 0) {
    *param_3 = ~uVar3;
    *param_4 = (int)param_2 - iVar2;
    return;
  }
  *param_3 = -uVar3;
  *param_4 = 0;
  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)