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 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.