L L4D2node

ColorRGBExp32ToVector

0x000ab460 · 107 bytes · __cdecl

_Z21ColorRGBExp32ToVectorRK13ColorRGBExp32R6Vector

Decompiled

undefined (2 params)

/* ColorRGBExp32ToVector(ColorRGBExp32 const&, Vector&) */

void ColorRGBExp32ToVector(ColorRGBExp32 *param_1,Vector *param_2)

{
  *(float *)param_2 =
       (float)(byte)*param_1 * 255.0 * *(float *)(power2_n + (char)param_1[3] * 4 + 0x200);
  *(float *)(param_2 + 4) =
       (float)(byte)param_1[1] * 255.0 * *(float *)(power2_n + (char)param_1[3] * 4 + 0x200);
  *(float *)(param_2 + 8) =
       (float)(byte)param_1[2] * 255.0 * *(float *)(power2_n + (char)param_1[3] * 4 + 0x200);
  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)