L L4D2node

HSVtoRGB

0x0027b360 · 274 bytes · __cdecl

_Z8HSVtoRGBRK6VectorRS_

Decompiled

undefined (2 params)

/* HSVtoRGB(Vector const&, Vector&) */

void HSVtoRGB(Vector *param_1,Vector *param_2)

{
  undefined4 uVar1;
  int iVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  
  fVar5 = *(float *)(param_1 + 4);
  if (fVar5 == 0.0) {
    uVar1 = *(undefined4 *)(param_1 + 8);
    *(undefined4 *)param_2 = uVar1;
    *(undefined4 *)(param_2 + 4) = uVar1;
    *(undefined4 *)(param_2 + 8) = uVar1;
    return;
  }
  if (*(float *)param_1 != 360.0) {
    fVar4 = *(float *)param_1 * 0.016666668;
    fVar6 = *(float *)(param_1 + 8);
    iVar2 = (int)fVar4;
    fVar4 = fVar4 - (float)iVar2;
    fVar3 = (1.0 - fVar5) * fVar6;
    fVar7 = (1.0 - fVar4 * fVar5) * fVar6;
    fVar5 = ((fVar4 - 1.0) * fVar5 + 1.0) * fVar6;
    switch(iVar2) {
    case 0:
      goto switchD_0027b406_caseD_0;
    case 1:
      *(float *)param_2 = fVar7;
      *(float *)(param_2 + 4) = fVar6;
      *(float *)(param_2 + 8) = fVar3;
      return;
    case 2:
      *(float *)param_2 = fVar3;
      *(float *)(param_2 + 4) = fVar6;
      *(float *)(param_2 + 8) = fVar5;
      return;
    case 3:
      *(float *)param_2 = fVar3;
      *(float *)(param_2 + 4) = fVar7;
      *(float *)(param_2 + 8) = fVar6;
      return;
    case 4:
      *(float *)param_2 = fVar5;
      *(float *)(param_2 + 4) = fVar3;
      *(float *)(param_2 + 8) = fVar6;
      return;
    case 5:
      *(float *)param_2 = fVar6;
      *(float *)(param_2 + 4) = fVar3;
      *(float *)(param_2 + 8) = fVar7;
      return;
    default:
      return;
    }
  }
  fVar6 = *(float *)(param_1 + 8);
  fVar3 = (1.0 - fVar5) * fVar6;
  fVar5 = fVar3;
switchD_0027b406_caseD_0:
  *(float *)param_2 = fVar6;
  *(float *)(param_2 + 4) = fVar5;
  *(float *)(param_2 + 8) = fVar3;
  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)