UTIL_ColorStringToLinearFloatColor
0x00694c70 · 217 bytes · __cdecl
_Z34UTIL_ColorStringToLinearFloatColorR6VectorPKc
Decompiled
undefined (2 params)
/* UTIL_ColorStringToLinearFloatColor(Vector&, char const*) */
void UTIL_ColorStringToLinearFloatColor(Vector *param_1,char *param_2)
{
longdouble lVar1;
float local_1c;
float local_18;
float local_14;
float local_10;
UTIL_StringToFloatArray(&local_1c,4,param_2);
if (local_10 <= 0.0) {
local_10 = 1.0;
}
else {
local_10 = local_10 * 0.003921569;
}
lVar1 = (longdouble)GammaToLinear(local_1c * 0.003921569);
*(float *)param_1 = (float)lVar1 * local_10;
lVar1 = (longdouble)GammaToLinear(local_18 * 0.003921569);
*(float *)(param_1 + 4) = (float)lVar1 * local_10;
lVar1 = (longdouble)GammaToLinear(local_14 * 0.003921569);
*(float *)(param_1 + 8) = (float)lVar1 * local_10;
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.