L L4D2node

CBaseEntity::SetPredictionRandomSeed

0x0040dc40 · 32 bytes · __cdecl

_ZN11CBaseEntity23SetPredictionRandomSeedEPK8CUserCmd

Decompiled

undefined (1 param)

/* CBaseEntity::SetPredictionRandomSeed(CUserCmd const*) */

void CBaseEntity::SetPredictionRandomSeed(CUserCmd *param_1)

{
  if (param_1 != (CUserCmd *)0x0) {
    m_nPredictionRandomSeed = *(undefined4 *)(param_1 + 0x34);
    return;
  }
  m_nPredictionRandomSeed = 0xffffffff;
  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)