L L4D2node

float16::Convert16bitFloatTo32bits

0x005be950 · 235 bytes · __cdecl

_ZN7float1625Convert16bitFloatTo32bitsEt

Decompiled

undefined (1 param)

/* float16::Convert16bitFloatTo32bits(unsigned short) */

longdouble float16::Convert16bitFloatTo32bits(ushort param_1)

{
  float fVar1;
  
  if ((param_1 & 0x7fff) == 0x7c00) {
    fVar1 = 65504.0;
    if ((short)param_1 < 0) {
      return (longdouble)-65504.0;
    }
  }
  else {
    if (((byte)(param_1 >> 8) & 0x7c) == 0x7c) {
      fVar1 = 0.0;
      if ((param_1 & 0x3ff) != 0) goto LAB_005bea10;
    }
    else if (((param_1 & 0x7c00) == 0) && ((param_1 & 0x3ff) != 0)) {
      fVar1 = 1.0;
      if ((short)param_1 < 0) {
        fVar1 = -1.0;
      }
      fVar1 = ((float)(param_1 & 0x3ff) + 0.0) * 5.9604645e-08 * fVar1;
      goto LAB_005bea10;
    }
    fVar1 = (float)((param_1 & 0x3ff) << 0xd | (uint)(param_1 >> 0xf) << 0x1f |
                   (uint)((param_1 >> 10 & 0x1f) != 0) * ((param_1 >> 10 & 0x1f) + 0x70) * 0x800000)
    ;
  }
LAB_005bea10:
  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)