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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.