FloorDivMod
0x000a1a80 · 296 bytes · __cdecl
_Z11FloorDivModddPiS_
Decompiled
undefined (4 params)
/* FloorDivMod(double, double, int*, int*) */
void FloorDivMod(double param_1,double param_2,int *param_3,int *param_4)
{
double dVar1;
int iVar2;
uint uVar3;
float fVar4;
if (0.0 <= param_1) {
fVar4 = (float)(param_1 - param_2 * ROUND(param_1 / param_2));
iVar2 = (int)ROUND(fVar4);
*param_3 = (int)ROUND(param_1 / param_2);
*param_4 = iVar2 - (uint)(fVar4 < (float)iVar2);
return;
}
dVar1 = ROUND(-param_1 / param_2);
uVar3 = (uint)dVar1;
fVar4 = (float)(-param_1 - dVar1 * param_2);
iVar2 = (int)ROUND(fVar4);
iVar2 = iVar2 - (uint)(fVar4 < (float)iVar2);
if (iVar2 != 0) {
*param_3 = ~uVar3;
*param_4 = (int)param_2 - iVar2;
return;
}
*param_3 = -uVar3;
*param_4 = 0;
return;
}
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.