L L4D2node

CEnvWindShared::Init

0x0044ba20 · 335 bytes · __thiscall

_ZN14CEnvWindShared4InitEiifif

Decompiled

undefined (6 params)

/* CEnvWindShared::Init(int, int, float, int, float) */

void __thiscall
CEnvWindShared::Init
          (CEnvWindShared *this,int param_1,int param_2,float param_3,int param_4,float param_5)

{
  int iVar1;
  
  *(undefined4 *)(this + 0xc0) = 0x3f800000;
  *(float *)(this + 0xa4) = param_3;
  *(int *)(this + 0xc4) = param_1;
  *(undefined4 *)(this + 0xbc) = 0x3f800000;
  *(float *)(this + 0xb0) = param_3;
  *(float *)(this + 0xac) = param_3;
  if (param_3 != *(float *)(this + 4)) {
    (**(code **)(*(int *)this + 4))(this,this + 4);
    *(float *)(this + 4) = param_3;
  }
  if (param_2 != *(int *)(this + 8)) {
    (**(code **)(*(int *)this + 4))(this,this + 8);
    *(int *)(this + 8) = param_2;
  }
  CUniformRandomStream::SetSeed((int)(this + 200));
  CUniformRandomStream::SetSeed((int)(this + 0x15c));
  if (param_4 != *(int *)(this + 0x6c)) {
    (**(code **)(*(int *)this + 4))(this,this + 0x6c);
    *(int *)(this + 0x6c) = param_4;
  }
  *(int *)(this + 0x40) = param_4;
  iVar1 = (int)((float)((int)((float)param_4 * 182.04445) & 0xffff) * 0.005493164);
  if (iVar1 != param_4) {
    (**(code **)(*(int *)this + 4))(this,this + 0x6c);
    *(int *)(this + 0x6c) = iVar1;
  }
  if (param_5 != *(float *)(this + 0x70)) {
    (**(code **)(*(int *)this + 4))(this,this + 0x70);
    *(float *)(this + 0x70) = param_5;
  }
  this[0xb8] = (CEnvWindShared)0x1;
  *(float *)(this + 0x44) = param_5;
  *(float *)(this + 0xb4) = param_5;
  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)