L L4D2node

Turbulence

0x0027c060 · 302 bytes · __cdecl

_Z10TurbulenceRK6Vectori

Decompiled

undefined (2 params)

/* Turbulence(Vector const&, int) */

longdouble Turbulence(Vector *param_1,int param_2)

{
  int iVar1;
  longdouble lVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float local_28;
  float local_24;
  float local_20;
  
  if (param_2 < 1) {
    fVar6 = NAN;
  }
  else {
    fVar5 = 0.0;
    fVar3 = 1.0;
    iVar1 = 0;
    fVar4 = 1.0;
    fVar6 = fVar5;
    do {
      iVar1 = iVar1 + 1;
      local_28 = *(float *)param_1 * fVar3;
      local_24 = *(float *)(param_1 + 4) * fVar3;
      local_20 = fVar3 * *(float *)(param_1 + 8);
      lVar2 = (longdouble)SparseConvolutionNoise((Vector *)&local_28,QuinticInterpolatingPolynomial)
      ;
      fVar5 = fVar5 + fVar4;
      fVar3 = fVar3 + fVar3;
      fVar6 = ABS((float)lVar2 + -0.5 + (float)lVar2 + -0.5) * fVar4 + fVar6;
      fVar4 = fVar4 * 0.5;
    } while (iVar1 != param_2);
    fVar6 = fVar6 / fVar5;
  }
  return (longdouble)fVar6;
}

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)