RandomVectorInUnitCircle
0x0027b6b0 · 147 bytes · __cdecl
_Z24RandomVectorInUnitCircleP8Vector2D
Decompiled
undefined (1 param)
/* RandomVectorInUnitCircle(Vector2D*) */
longdouble RandomVectorInUnitCircle(Vector2D *param_1)
{
longdouble lVar1;
int iVar2;
int iVar3;
longdouble lVar4;
float fVar5;
iVar2 = rand();
iVar3 = rand();
fVar5 = SQRT((float)iVar2 * 3.051851e-05);
lVar4 = (longdouble)((float)iVar3 * 3.051851e-05 * 6.2831855);
lVar1 = (longdouble)fcos(lVar4);
lVar4 = (longdouble)fsin(lVar4);
*(float *)param_1 = (float)lVar1 * fVar5;
*(float *)(param_1 + 4) = (float)lVar4 * fVar5;
return (longdouble)fVar5;
}
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.