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 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.