L L4D2node

X360LinearToGamma

0x000ab2c0 · 153 bytes · __cdecl

_Z17X360LinearToGammaf

Decompiled

undefined (1 param)

/* X360LinearToGamma(float) */

longdouble X360LinearToGamma(float param_1)

{
  float fVar1;
  float fVar2;
  
  if (param_1 <= 0.0) {
    param_1 = 0.0;
  }
  if (1.0 <= param_1) {
    param_1 = 1.0;
  }
  if (0.12512219 <= param_1) {
    if (param_1 < 0.50048876) {
      fVar2 = param_1 * 1.0029413 + 0.2509804;
    }
    else {
      fVar2 = param_1 * 0.5014706 + 0.5019608;
      if (1.0 <= fVar2) {
        fVar2 = 1.0;
      }
    }
  }
  else if (0.062561095 <= param_1) {
    fVar2 = param_1 * 2.0058825 + 0.1254902;
  }
  else {
    fVar2 = param_1 * 4.011765;
  }
  fVar1 = 0.0;
  if (0.0 <= fVar2) {
    fVar1 = fVar2;
  }
  if (1.0 <= fVar1) {
    fVar1 = 1.0;
  }
  return (longdouble)fVar1;
}

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)