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 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.