L L4D2node

BuildGammaTable

0x00bba070 · 1113 bytes · __cdecl

_Z15BuildGammaTablefffi

Decompiled

undefined (4 params)

/* BuildGammaTable(float, float, float, int) */

void BuildGammaTable(float param_1,float param_2,float param_3,int param_4)

{
  int iVar1;
  undefined1 uVar2;
  int iVar3;
  int iVar4;
  longdouble lVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float local_3c;
  
  fVar8 = param_1;
  if (3.0 <= param_1) {
    fVar8 = 3.0;
  }
  local_3c = 0.125;
  if (0.0 < param_3) {
    local_3c = 0.05;
    if (param_3 <= 1.0) {
      local_3c = 0.125 - param_3 * param_3 * 0.075;
    }
  }
  iVar3 = 0;
  do {
    lVar5 = (longdouble)
            __pow_finite((double)((float)iVar3 * 0.003921569),(double)(param_2 * (1.0 / fVar8)));
    uVar2 = 0;
    iVar1 = (int)((double)lVar5 * 255.0);
    if ((-1 < iVar1) && (uVar2 = (undefined1)iVar1, 0xff < iVar1)) {
      uVar2 = 0xff;
    }
    (&texgammatable)[iVar3] = uVar2;
    iVar3 = iVar3 + 1;
  } while (iVar3 != 0x100);
  iVar3 = 0;
  do {
    fVar6 = (float)iVar3 * 0.0009775171;
    if (1.0 < param_3) {
      fVar6 = fVar6 * param_3;
    }
    if (fVar6 <= local_3c) {
      fVar6 = fVar6 * (1.0 / local_3c) * 0.125;
    }
    else {
      fVar6 = (fVar6 - local_3c) * (1.0 / (1.0 - local_3c)) * 0.875 + 0.125;
    }
    lVar5 = (longdouble)__pow_finite((double)fVar6,(double)(1.0 / fVar8));
    iVar1 = (int)((double)lVar5 * 255.0);
    if (iVar1 < 0) {
      iVar1 = 0;
    }
    else if (0xff < iVar1) {
      iVar1 = 0xff;
    }
    (&lineartoscreen)[iVar3] = iVar1;
    iVar3 = iVar3 + 1;
  } while (iVar3 != 0x400);
  iVar3 = 0;
  fVar8 = 0.0;
  fVar7 = 0.0;
  fVar6 = 0.0;
  while( true ) {
    lVar5 = (longdouble)__pow_finite((double)(fVar7 * 0.003921569),(double)param_2);
    *(float *)(g_Mathlib_LinearToGamma + iVar3 * 4) = fVar6;
    *(float *)(g_Mathlib_GammaToLinear + iVar3 * 4) = fVar8;
    *(float *)(texturetolinear + iVar3 * 4) = (float)lVar5;
    iVar3 = iVar3 + 1;
    if (iVar3 == 0x100) break;
    fVar7 = (float)iVar3;
    lVar5 = (longdouble)__pow_finite((double)(fVar7 * 0.003921569),0xc0000000,0x3fdd1745);
    fVar6 = (float)lVar5;
    lVar5 = (longdouble)__pow_finite((double)(fVar7 * 0.003921569),0xa0000000,0x40019999);
    fVar8 = (float)lVar5;
  }
  iVar3 = 0;
  do {
    lVar5 = (longdouble)__pow_finite((double)iVar3 * 0.0009775171065493646,1.0 / (double)param_2);
    (&lineartotexture)[iVar3] = (int)((double)lVar5 * 255.0);
    iVar3 = iVar3 + 1;
  } while (iVar3 != 0x400);
  local_3c = 0.5;
  if ((param_4 != 2) && (local_3c = 0.25, param_4 != 4)) {
    local_3c = 1.0;
  }
  iVar3 = 0;
  do {
    lVar5 = (longdouble)__pow_finite((double)iVar3 * 0.0009765625,1.0 / (double)param_1);
    fVar8 = (float)lVar5 * local_3c;
    if (1.0 < fVar8) {
      (&lineartovertex)[iVar3] = 0x3f800000;
    }
    else {
      (&lineartovertex)[iVar3] = fVar8;
    }
    iVar1 = (int)ROUND(fVar8 * 255.0);
    if (iVar1 < 0) {
      iVar1 = 0;
    }
    if (0xff < iVar1) {
      iVar1 = 0xff;
    }
    iVar4 = iVar3 + 1;
    (&lineartolightmap)[iVar3] = (char)iVar1;
    iVar3 = iVar4;
  } while (iVar4 != 0x1000);
  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.



        

        

          

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