L L4D2node

VectorToColorRGBExp32

0x000ab4d0 · 144 bytes · __cdecl

_Z21VectorToColorRGBExp32RK6VectorR13ColorRGBExp32

Decompiled

undefined (2 params)

/* VectorToColorRGBExp32(Vector const&, ColorRGBExp32&) */

void VectorToColorRGBExp32(Vector *param_1,ColorRGBExp32 *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  int iVar5;
  
  fVar1 = *(float *)param_1;
  fVar2 = *(float *)(param_1 + 4);
  fVar3 = *(float *)(param_1 + 8);
  if (fVar1 <= fVar2) {
    if (fVar3 < fVar2) {
      param_1 = param_1 + 4;
      goto LAB_000ab4f1;
    }
  }
  else if (fVar3 < fVar1) {
LAB_000ab4f1:
    fVar4 = *(float *)param_1;
    goto joined_r0x000ab54e;
  }
  param_1 = param_1 + 8;
  fVar4 = *(float *)param_1;
joined_r0x000ab54e:
  if (fVar4 == 0.0) {
    iVar5 = 0;
    fVar4 = 1.0;
  }
  else {
    iVar5 = (((uint)*(float *)param_1 & 0x7f800000) >> 0x17) - 0x86;
    fVar4 = (float)((0x7f - iVar5) * 0x800000);
  }
  param_2[3] = SUB41(iVar5,0);
  *param_2 = SUB41((int)(fVar1 * fVar4),0);
  param_2[1] = SUB41((int)(fVar2 * fVar4),0);
  param_2[2] = SUB41((int)(fVar4 * fVar3),0);
  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)