L L4D2node

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 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)