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 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.