L L4D2node

RGBtoHSV

0x000aa0b0 · 208 bytes · __cdecl

_Z8RGBtoHSVRK6VectorRS_

Decompiled

undefined (2 params)

/* RGBtoHSV(Vector const&, Vector&) */

void RGBtoHSV(Vector *param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  
  fVar1 = *(float *)(param_1 + 4);
  fVar4 = *(float *)param_1;
  fVar2 = *(float *)(param_1 + 8);
  fVar3 = fVar1;
  if (fVar1 <= fVar4) {
    fVar3 = fVar4;
  }
  if (fVar3 <= fVar2) {
    fVar3 = fVar2;
  }
  *(float *)(param_2 + 8) = fVar3;
  if (fVar3 == 0.0) {
    *(undefined4 *)(param_2 + 4) = 0;
  }
  else {
    if (fVar1 <= fVar4) {
      fVar4 = fVar1;
    }
    if (fVar2 <= fVar4) {
      fVar4 = fVar2;
    }
    fVar4 = fVar3 - fVar4;
    *(float *)(param_2 + 4) = fVar4 / fVar3;
    if (fVar4 / fVar3 != 0.0) {
      fVar1 = *(float *)param_1;
      if (fVar1 == fVar3) {
        fVar4 = (*(float *)(param_1 + 4) - *(float *)(param_1 + 8)) / fVar4;
        *(float *)param_2 = fVar4;
      }
      else if (*(float *)(param_1 + 4) == fVar3) {
        fVar4 = (*(float *)(param_1 + 8) - fVar1) / fVar4 + 2.0;
        *(float *)param_2 = fVar4;
      }
      else {
        fVar4 = (fVar1 - *(float *)(param_1 + 4)) / fVar4 + 4.0;
        *(float *)param_2 = fVar4;
      }
      fVar4 = fVar4 * 60.0;
      if (fVar4 < 0.0) {
        fVar4 = fVar4 + 360.0;
      }
      *(float *)param_2 = fVar4;
      return;
    }
  }
  *(undefined4 *)param_2 = 0xbf800000;
  return;
}

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)