L L4D2node

TileableSparseConvolutionNoise

0x0027c190 · 488 bytes · __cdecl

_Z30TileableSparseConvolutionNoiseRK6VectorPFffE

Decompiled

undefined (2 params)

/* TileableSparseConvolutionNoise(Vector const&, float (*)(float)) */

longdouble TileableSparseConvolutionNoise(Vector *param_1,_func_float_float *param_2)

{
  int iVar1;
  float fVar2;
  uint uVar3;
  _func_float_float *p_Var4;
  uint uVar5;
  int iVar6;
  uint uVar7;
  int iVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  _func_float_float *p_Var12;
  float local_20;
  
  fVar10 = *(float *)param_1;
  uVar5 = (uint)fVar10;
  uVar3 = uVar5;
  if (fVar10 < (float)(int)uVar5) {
    uVar3 = uVar5 - 1;
  }
  fVar2 = (float)(uVar3 & 0xff);
  uVar3 = (uint)*(float *)(param_1 + 4);
  if (*(float *)(param_1 + 4) < (float)(int)uVar3) {
    uVar3 = uVar3 - 1;
  }
  uVar7 = (uint)*(float *)(param_1 + 8);
  if (*(float *)(param_1 + 8) < (float)(int)uVar7) {
    uVar7 = uVar7 - 1;
  }
  fVar11 = fVar10;
  if (ABS(fVar10) < 8388608.0) {
    fVar11 = (float)(int)uVar5 - (float)(-(uint)(fVar10 < (float)(int)uVar5) & 0x3f800000);
  }
  fVar10 = fVar10 - fVar11;
  p_Var12 = (_func_float_float *)&DAT_ffffffff;
  local_20 = 0.0;
  do {
    iVar8 = -1;
    p_Var4 = p_Var12 + (int)fVar2;
    fVar11 = fVar10 - (float)(int)p_Var12;
    do {
      iVar6 = -1;
      do {
        iVar1 = iVar6 + (uVar7 & 0xff);
        iVar6 = iVar6 + 1;
        fVar9 = fVar11;
        CellNoise((int)p_Var4,iVar8 + (uVar3 & 0xff),iVar1,(float)param_2,fVar2,fVar10,p_Var12);
        local_20 = fVar9 + local_20;
      } while (iVar6 != 2);
      iVar8 = iVar8 + 1;
    } while (iVar8 != 2);
    p_Var12 = p_Var12 + 1;
  } while (p_Var12 != (_func_float_float *)0x2);
  fVar10 = (local_20 + -0.544487) * 0.1152779;
  if (1.0 <= fVar10) {
    fVar10 = 1.0;
  }
  if (fVar10 <= 0.0) {
    fVar10 = 0.0;
  }
  return (longdouble)fVar10;
}

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)