L L4D2node

RandSIMD

0x000aa690 · 111 bytes · __cdecl

_Z8RandSIMDi

Decompiled

undefined (1 param)

/* RandSIMD(int) */

void RandSIMD(int param_1)

{
  float *pfVar1;
  float *pfVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  undefined4 *puVar6;
  
  pfVar1 = (float *)(&DAT_000d83f4)[param_1 * 0xe0];
  pfVar2 = (float *)(&DAT_000d83f0)[param_1 * 0xe0];
  fVar3 = pfVar2[1];
  fVar4 = pfVar2[2];
  fVar5 = pfVar2[3];
  *pfVar1 = (*pfVar1 + *pfVar2) -
            (float)(-(uint)((float)0x3f800000 <= *pfVar1 + *pfVar2) & 0x3f800000);
  pfVar1[1] = (pfVar1[1] + fVar3) -
              (float)(-(uint)((float)0x3f800000 <= pfVar1[1] + fVar3) & 0x3f800000);
  pfVar1[2] = (pfVar1[2] + fVar4) -
              (float)(-(uint)((float)0x3f800000 <= pfVar1[2] + fVar4) & 0x3f800000);
  pfVar1[3] = (pfVar1[3] + fVar5) -
              (float)(-(uint)((float)0x3f800000 <= pfVar1[3] + fVar5) & 0x3f800000);
  puVar6 = (undefined4 *)((&DAT_000d83f0)[param_1 * 0xe0] + -0x10);
  if (puVar6 < &s_SIMDRandContexts + param_1 * 0xe0) {
    puVar6 = (undefined4 *)(&DAT_000d83e0 + param_1 * 0x380);
  }
  (&DAT_000d83f0)[param_1 * 0xe0] = puVar6;
  puVar6 = (undefined4 *)((&DAT_000d83f4)[param_1 * 0xe0] + -0x10);
  if (puVar6 < &s_SIMDRandContexts + param_1 * 0xe0) {
    puVar6 = (undefined4 *)(&DAT_000d83e0 + param_1 * 0x380);
  }
  (&DAT_000d83f4)[param_1 * 0xe0] = puVar6;
  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)