L L4D2node

MathLib_Init

0x00bc2dc0 · 140 bytes · __cdecl

_Z12MathLib_Initfffibbbb

Decompiled

undefined (8 params)

/* MathLib_Init(float, float, float, int, bool, bool, bool, bool) */

void MathLib_Init(float param_1,float param_2,float param_3,int param_4,bool param_5,bool param_6,
                 bool param_7,bool param_8)

{
  int iVar1;
  
  if (s_bMathlibInitialized != '\0') {
    return;
  }
  iVar1 = GetCPUInformation();
  if ((*(byte *)(iVar1 + 4) & 8) == 0) {
    Error("SSE is required.");
  }
  s_bMathlibInitialized = 1;
  InitSinCosTable();
  BuildGammaTable(param_1,param_2,param_3,param_4);
  SeedRandSIMD(0x31415926);
  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)