Test_RandomChance
0x002198a0 · 124 bytes · __cdecl
_ZL17Test_RandomChanceRK8CCommand
Decompiled
undefined (1 param)
/* Test_RandomChance(CCommand const&) */
void Test_RandomChance(CCommand *param_1)
{
char *__nptr;
longdouble lVar1;
double dVar2;
if (*(int *)param_1 < 3) {
Error(
"Test_RandomChance: requires percentage chance parameter (0-100) followed by command to execute."
);
__nptr = "";
if (*(int *)param_1 < 2) goto LAB_002198b5;
}
__nptr = *(char **)(param_1 + 0x40c);
LAB_002198b5:
dVar2 = strtod(__nptr,(char **)0x0);
lVar1 = (longdouble)RandomFloat(0,0x42c80000);
if ((float)dVar2 <= (float)lVar1) {
return;
}
Test_RandomChance(param_1);
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.