L L4D2node

RandSIMD

0x000aa780 · 97 bytes · unknown

_Z8RandSIMDv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* RandSIMD() */

void RandSIMD(void)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float *pfVar6;
  float *pfVar7;
  
  pfVar6 = DAT_000d83f4;
  pfVar7 = DAT_000d83f4 + 1;
  fVar1 = DAT_000d83f4[2];
  fVar2 = DAT_000d83f4[3];
  fVar3 = DAT_000d83f0[1];
  fVar4 = DAT_000d83f0[2];
  fVar5 = DAT_000d83f0[3];
  *DAT_000d83f4 =
       (*DAT_000d83f4 + *DAT_000d83f0) -
       (float)(-(uint)((float)0x3f800000 <= *DAT_000d83f4 + *DAT_000d83f0) & 0x3f800000);
  pfVar6[1] = (*pfVar7 + fVar3) -
              (float)(-(uint)((float)0x3f800000 <= *pfVar7 + fVar3) & 0x3f800000);
  pfVar6[2] = (fVar1 + fVar4) - (float)(-(uint)((float)0x3f800000 <= fVar1 + fVar4) & 0x3f800000);
  pfVar6[3] = (fVar2 + fVar5) - (float)(-(uint)((float)0x3f800000 <= fVar2 + fVar5) & 0x3f800000);
  DAT_000d83f0 = DAT_000d83f0 + -4;
  if (DAT_000d83f0 < &s_SIMDRandContexts) {
    DAT_000d83f0 = (float *)&DAT_000d83e0;
  }
  pfVar7 = (float *)&DAT_000d83e0;
  if ((float *)0xd807f < DAT_000d83f4 + -4) {
    pfVar7 = DAT_000d83f4 + -4;
  }
  DAT_000d83f4 = pfVar7;
  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)