Pow_FixedPoint_Exponent_SIMD
0x0027b7b0 · 104 bytes · __cdecl
_Z28Pow_FixedPoint_Exponent_SIMDRKU8__vectorfi
Decompiled
undefined (2 params)
/* Pow_FixedPoint_Exponent_SIMD(float __vector(4) const&, int) */
void Pow_FixedPoint_Exponent_SIMD(_func_float_int **param_1,int param_2)
{
uint uVar1;
undefined1 auVar2 [16];
undefined1 auVar3 [16];
float fVar4;
float fVar6;
float fVar7;
undefined1 auVar5 [16];
float fVar8;
undefined1 in_XMM2 [16];
undefined1 auVar9 [16];
uVar1 = (param_2 >> 0x1f ^ param_2) - (param_2 >> 0x1f);
auVar5 = *(undefined1 (*) [16])param_1;
auVar3 = Four_Ones;
if ((uVar1 & 3) != 0) {
auVar9 = sqrtps(in_XMM2,auVar5);
auVar2 = Four_Ones;
if ((uVar1 & 1) != 0) {
auVar2 = sqrtps(Four_Ones,auVar9);
}
auVar3 = auVar2;
if ((uVar1 & 2) != 0) {
auVar3._0_4_ = auVar2._0_4_ * auVar9._0_4_;
auVar3._4_4_ = auVar2._4_4_ * auVar9._4_4_;
auVar3._8_4_ = auVar2._8_4_ * auVar9._8_4_;
auVar3._12_4_ = auVar2._12_4_ * auVar9._12_4_;
}
}
uVar1 = (int)uVar1 >> 2;
while( true ) {
fVar4 = auVar5._0_4_;
fVar6 = auVar5._4_4_;
fVar7 = auVar5._8_4_;
fVar8 = auVar5._12_4_;
auVar2 = auVar3;
if ((uVar1 & 1) != 0) {
auVar2._0_4_ = auVar3._0_4_ * fVar4;
auVar2._4_4_ = auVar3._4_4_ * fVar6;
auVar2._8_4_ = auVar3._8_4_ * fVar7;
auVar2._12_4_ = auVar3._12_4_ * fVar8;
}
uVar1 = (int)uVar1 >> 1;
if (uVar1 == 0) break;
auVar5._0_4_ = fVar4 * fVar4;
auVar5._4_4_ = fVar6 * fVar6;
auVar5._8_4_ = fVar7 * fVar7;
auVar5._12_4_ = fVar8 * fVar8;
auVar3 = auVar2;
}
if (-1 < param_2) {
return;
}
auVar9._0_8_ = CONCAT44(-(uint)(auVar2._4_4_ == (float)0),-(uint)(auVar2._0_4_ == (float)0)) &
0x3400000034000000;
auVar9._8_4_ = -(uint)(auVar2._8_4_ == (float)0) & 0x34000000;
auVar9._12_4_ = -(uint)(auVar2._12_4_ == (float)0) & 0x34000000;
rcpps(auVar2,auVar9 | auVar2);
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.