CellNoise
0x0027bc60 · 226 bytes · __regparm3
_ZL9CellNoiseiiifffPFffE
Decompiled
undefined (7 params)
/* CellNoise(int, int, int, float, float, float, float (*)(float)) */
void __regparm3
CellNoise(int param_1,int param_2,int param_3,float param_4,float param_5,float param_6,
_func_float_float *param_7)
{
int iVar1;
int iVar2;
int iVar3;
float in_XMM0_Da;
float in_XMM1_Da;
float in_XMM2_Da;
float fVar4;
iVar3 = 0;
iVar1 = *(int *)(perm_c + (param_3 + *(int *)(perm_b + (param_2 + *(int *)(perm_a + param_1 * 4) &
0xffU) * 4) & 0xffU) * 4);
do {
iVar2 = *(int *)(perm_d + (iVar3 + iVar1 & 0xffU) * 4);
fVar4 = SQRT((*(float *)(impulse_ycoords + iVar2 * 4) - in_XMM1_Da) *
(*(float *)(impulse_ycoords + iVar2 * 4) - in_XMM1_Da) +
(*(float *)(impulse_zcoords + iVar2 * 4) - in_XMM2_Da) *
(*(float *)(impulse_zcoords + iVar2 * 4) - in_XMM2_Da) +
(*(float *)(impulse_xcoords + iVar2 * 4) - in_XMM0_Da) *
(*(float *)(impulse_xcoords + iVar2 * 4) - in_XMM0_Da));
if (fVar4 < 1.0) {
(*(code *)param_4)(1.0 - fVar4);
}
iVar3 = iVar3 + 1;
} while (iVar3 != 5);
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.