L L4D2node

CServerBenchmark::RandomFloat

0x003dfca0 · 60 bytes · __cdecl

_ZN16CServerBenchmark11RandomFloatEff

Decompiled

undefined (2 params)

/* CServerBenchmark::RandomFloat(float, float) */

longdouble CServerBenchmark::RandomFloat(float param_1,float param_2)

{
  int iVar1;
  
  iVar1 = CUniformRandomStream::RandomInt((int)param_1 + 0x58,(int)param_2);
  return (longdouble)iVar1;
}

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)