L L4D2node

ImprovedPerlinNoise

0x0027c410 · 1070 bytes · __cdecl

_Z19ImprovedPerlinNoiseRK6Vector

Decompiled

undefined (1 param)

/* ImprovedPerlinNoise(Vector const&) */

longdouble ImprovedPerlinNoise(Vector *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  uint uVar5;
  uint uVar6;
  uint uVar7;
  longdouble lVar8;
  longdouble lVar9;
  longdouble lVar10;
  longdouble lVar11;
  longdouble lVar12;
  longdouble lVar13;
  longdouble lVar14;
  longdouble lVar15;
  longdouble lVar16;
  longdouble lVar17;
  float fVar18;
  float fVar19;
  float fVar20;
  float fVar21;
  float fVar22;
  float fVar23;
  
  fVar20 = *(float *)param_1;
  fVar23 = fVar20;
  if (ABS(fVar20) < 8388608.0) {
    fVar23 = (float)(int)fVar20 - (float)(-(uint)(fVar20 < (float)(int)fVar20) & 0x3f800000);
  }
  fVar19 = *(float *)(param_1 + 4);
  fVar22 = fVar19;
  if (ABS(fVar19) < 8388608.0) {
    fVar22 = (float)(int)fVar19 - (float)(-(uint)(fVar19 < (float)(int)fVar19) & 0x3f800000);
  }
  fVar18 = *(float *)(param_1 + 8);
  fVar21 = fVar18;
  if (ABS(fVar18) < 8388608.0) {
    fVar21 = (float)(int)fVar18 - (float)(-(uint)(fVar18 < (float)(int)fVar18) & 0x3f800000);
  }
  fVar20 = fVar20 - fVar23;
  fVar19 = fVar19 - fVar22;
  fVar18 = fVar18 - fVar21;
  uVar6 = (int)fVar21 & 0xff;
  lVar8 = (longdouble)QuinticInterpolatingPolynomial(fVar20);
  fVar21 = (float)lVar8;
  lVar8 = (longdouble)QuinticInterpolatingPolynomial(fVar19);
  lVar9 = (longdouble)QuinticInterpolatingPolynomial(fVar18);
  uVar5 = ((int)fVar22 & 0xffU) +
          *(int *)(NoiseHashIndex(int)::s_permutation + ((int)fVar23 & 0xffU) * 4);
  uVar7 = ((int)fVar22 & 0xffU) +
          *(int *)(NoiseHashIndex(int)::s_permutation + (((int)fVar23 & 0xffU) + 1 & 0xff) * 4);
  iVar1 = *(int *)(NoiseHashIndex(int)::s_permutation + (uVar5 & 0xff) * 4);
  iVar2 = *(int *)(NoiseHashIndex(int)::s_permutation + (uVar5 + 1 & 0xff) * 4);
  iVar3 = *(int *)(NoiseHashIndex(int)::s_permutation + (uVar7 & 0xff) * 4);
  iVar4 = *(int *)(NoiseHashIndex(int)::s_permutation + (uVar7 + 1 & 0xff) * 4);
  lVar10 = (longdouble)
           NoiseGradient(*(int *)(NoiseHashIndex(int)::s_permutation + (iVar1 + uVar6 & 0xff) * 4),
                         fVar20,fVar19,fVar18);
  fVar23 = fVar20 - 1.0;
  lVar11 = (longdouble)
           NoiseGradient(*(int *)(NoiseHashIndex(int)::s_permutation + (iVar3 + uVar6 & 0xff) * 4),
                         fVar23,fVar19,fVar18);
  fVar22 = fVar19 - 1.0;
  lVar12 = (longdouble)
           NoiseGradient(*(int *)(NoiseHashIndex(int)::s_permutation + (iVar2 + uVar6 & 0xff) * 4),
                         fVar20,fVar22,fVar18);
  lVar13 = (longdouble)
           NoiseGradient(*(int *)(NoiseHashIndex(int)::s_permutation + (uVar6 + iVar4 & 0xff) * 4),
                         fVar23,fVar22,fVar18);
  fVar18 = fVar18 - 1.0;
  lVar14 = (longdouble)
           NoiseGradient(*(int *)(NoiseHashIndex(int)::s_permutation +
                                 (iVar1 + uVar6 + 1 & 0xff) * 4),fVar20,fVar19,fVar18);
  lVar15 = (longdouble)
           NoiseGradient(*(int *)(NoiseHashIndex(int)::s_permutation +
                                 (iVar3 + uVar6 + 1 & 0xff) * 4),fVar23,fVar19,fVar18);
  lVar16 = (longdouble)
           NoiseGradient(*(int *)(NoiseHashIndex(int)::s_permutation +
                                 (iVar2 + uVar6 + 1 & 0xff) * 4),fVar20,fVar22,fVar18);
  lVar17 = (longdouble)
           NoiseGradient(*(int *)(NoiseHashIndex(int)::s_permutation +
                                 (uVar6 + iVar4 + 1 & 0xff) * 4),fVar23,fVar22,fVar18);
  fVar20 = ((float)lVar11 - (float)lVar10) * fVar21 + (float)lVar10;
  fVar23 = ((float)lVar15 - (float)lVar14) * fVar21 + (float)lVar14;
  fVar20 = ((((float)lVar13 - (float)lVar12) * fVar21 + (float)lVar12) - fVar20) * (float)lVar8 +
           fVar20;
  return (longdouble)
         (((((((float)lVar17 - (float)lVar16) * fVar21 + (float)lVar16) - fVar23) * (float)lVar8 +
           fVar23) - fVar20) * (float)lVar9 + fVar20);
}

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.



        

        

          

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