L L4D2node

CCollisionProperty::RandomPointInBounds

0x0042a0d0 · 188 bytes · __thiscall

_ZNK18CCollisionProperty19RandomPointInBoundsERK6VectorS2_PS0_

Decompiled

undefined (4 params)

/* CCollisionProperty::RandomPointInBounds(Vector const&, Vector const&, Vector*) const */

void __thiscall
CCollisionProperty::RandomPointInBounds
          (CCollisionProperty *this,Vector *param_1,Vector *param_2,Vector *param_3)

{
  longdouble lVar1;
  float local_18;
  float local_14;
  float local_10;
  
  lVar1 = (longdouble)
          (**(code **)(*random_valve + 4))
                    (random_valve,*(undefined4 *)param_1,*(undefined4 *)param_2);
  local_18 = (float)lVar1;
  lVar1 = (longdouble)
          (**(code **)(*random_valve + 4))
                    (random_valve,*(undefined4 *)(param_1 + 4),*(undefined4 *)(param_2 + 4));
  local_14 = (float)lVar1;
  lVar1 = (longdouble)
          (**(code **)(*random_valve + 4))
                    (random_valve,*(undefined4 *)(param_1 + 8),*(undefined4 *)(param_2 + 8));
  local_10 = (float)lVar1;
  NormalizedToWorldSpace(this,(Vector *)&local_18,param_3);
  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)