L L4D2node

NoiseGradient

0x0027c380 · 114 bytes · __cdecl

_Z13NoiseGradientifff

Decompiled

undefined (4 params)

/* NoiseGradient(int, float, float, float) */

longdouble NoiseGradient(int param_1,float param_2,float param_3,float param_4)

{
  float fVar1;
  
  fVar1 = param_3;
  if (((7 < (param_1 & 0xfU)) || (fVar1 = param_2, 3 < (param_1 & 0xfU))) &&
     (param_3 = param_4, (param_1 & 0xdU) == 0xc)) {
    param_3 = param_2;
  }
  if ((param_1 & 1U) != 0) {
    fVar1 = -fVar1;
  }
  if ((param_1 & 2U) != 0) {
    param_3 = -param_3;
  }
  return (longdouble)(param_3 + fVar1);
}

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)